Thanks, I'll try the new one. No I downloaded them all myself, and tried the same build on different computers - all Windows PCs. I'm just glad it was localized to me.
grafzepp
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I. too, took a bit to figure it out, without any on-screen prompts. There also was no score or progression metaphor, but I thought it was an interesting mechanic and was solid for what it offered. I found no audio with it, and it was thin on the theme, unless the skulls were "you." Credit for being a single contributor.
Was a cool theme and a solid attempt to put together a number of elements. The character looked interesting from his shadow, but in first-person I couldn't appreciate him much. I couldn't get any damage from the traps or get a "character death" state, except by falling between the level segments. At the end, I wasn't sure how to measure my completion. However, a good start on assembly the basics of level, control and animation.
A very nice, unique take on a genre and well executed in the time you had. A good example of finding the main hook or conceit of the game and making sure its right (or as near to in the short time of a Jam). The only thing really lacking was a sense of game-flow and arc. It just went on - and I enjoyed all of it - but I couldn't feel that it was "getting anywhere." For that, it was a fine job.
The start screen gave a good overview of the score, and that definitely focused my play and experience. A sense of progression across time - as noted by the other reviewers - and therefore progress in the game would be helpful. Additional complication might occur if you continue developing. It was a fun diversion, good job.
This was an interesting project. It yields to trial and error, but was an solid effort. The environments and animations were fine, but the the "trap-finding" gameplay loop was a little unclear. It seemed to be almost a speed run, as there seemed to be no benefit in "stealth." The inconsistencies in the guard behavior wasn't discernible except with trial and error. I think some more time and an focus on the main conceit of the game would yield something memorable. Good job.
I liked the general idea, three different takes on the platformer. The first level was the most accessible, as often when I'd die I'd fall straight through the second and hit the thirds with the ship moving past me. The graphics were good and I really think that a little more time and tuning would get this somewhere.
I liked the effort to tell a story, however, the proceedurally generated levels made the driving portion very frustrating and seemed to fly in the face of the "if you knew then..." theme of the Jam. I couldn't learn the pattern to progress. The game could have used a little more UI to inform the player what the goals of each level were.