:) Excellent to hear! Looking forward to future updates and hope things are going well for you :D
Eomer
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I don't think there is a rule saying you can't. You probably can. But if I were you, I'd definitely include a warning/disclaimer. Of course, what you're gonna be dealing with is a "seizure warning". https://en.wikipedia.org/wiki/Template:Seizure_warning (This is not legal advice, obviously)
I would also include it on the itch.io page when you have a playable build, so people prone to seizures know not to bother downloading it.
If at all possible, I'd suggest you have a way to turn off strobe effects in the menu, and add a message that says "turning this off is not how this game is intended to be played, but this option to turn it off is provided for X reason". Or something like that.
Ran it on a Samsung Galaxy A10. I had a normal environment; facebook, samsung internet, the youtube app, whatsapp and the clock app running in the background. Wifi on, bluetooth on, data on. This is, after all, the way people really use their phones.
Parallax
First layer behind the terrain (first tree parallax layer) maybe is moving a little slowly relative to the foreground (shrubs?) layer. The front row of trees are basically in step with the leftward movement of the terrain, but visually they're further away so ought to be moving faster? I think.
Length estimation
When you're on a high platform with a big gap, pushing the bridge up means the bridge length is difficult to estimate (luck). Though, this probably would be less of a problem depending on sound design.
Framerate issue
Framerate started to suffer a little after about 10 deaths on a level somewhere around 5, but was fine again after finishing the level. It wasn't huge, but I noticed it because I was looking at the parallax layers.
Lack of clean/disabled input in loads
Tapping the screen to create a bridge, at the moment that the scene reloads after running out of pawprints, sometimes when the scene loads back in the a bridge is already grown, as if you were holding down on the screen for as long as it took to load (maybe do something to ensure clean input between reloads after running out?).
Linked to the previous one, holding down on the screen during that same loading screen (after running out of pawprints) seems to always cause some level of bridge-creation, for the length of time you held during the load (unless the prior "bug" kicks in)
Also linked to the prior two, if I start a level, and just press on the screen and never release, even after the fox walks off the platform into the void, and only release my finger during the loading screen for respawn, the scene loads back in with a bridge fully "built" which falls immediately.
Issues you already mentioned
Of course, this is in addition to the unfinished animations and some bridge lengths getting weird, that you already mentioned. Having a bridge fall, only to "land" a finger's width higher than the platform and so having the (fox?) walk off the edge, is a bit annoying.
Takeaway
Look at:
- Ensuring input is disabled fully and cleaned between levels, and when respawning after dying/running out of pawprints
- Recheck cleanup/other for framerate purposes during a level, is it different from cleanup between levels? It might have just been my phone though.
- Sound design, you really need something even if it is just placeholder.
- Recheck speeds of looping planes for parallax
It also isn't "fun" yet, but then again, that's how all games feel without any audio. Mechanically, it seems pretty sound though, and the art is beautiful.
Thank you! Yeah, it was very difficult to make, with no experience and on a super short time limit!
Glad it was challenging, and thank you for playing it. I've learnt a lot, and now I know what skills I'm lacking in I'll hopefully be able to improve. The main things I need to learn now is version control and how to keep code modular so changing a line doesn't break the whole game, haha.
I might revisit this game in the future, but I'd want to rewrite it from the ground up.
Thanks for giving it a go!