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HauntedQuest

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A member registered Nov 26, 2020 · View creator page →

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Thanks for the feedback. I was considering a level-based mode where you have different pieces available each level but I didn't manage my time well enough to implement it.

An interesting concept that's pretty well executed overall. I particularly liked the animation of the enemies.

There are some things I believe could be improved:

- UI/Buttons could be a bit more intuitive (I found the dice with a cross really confusing at first, maybe have a separate "End Turn" button)

- In the later levels I found myself in situations where I was just skipping turns until I got a good enough dice roll which just wasn't very fun. At times, having a dice took away from the strategic element, rather than add to it. Some sections would probably work better if you had a different movement system than a dice (e.g. a deck of cards with different numbers on it that you choose from)

- Changing the colors of the tiles/backgrounds between levels would've made things pop a little more.


Good job, overall!

Wow, you made a lot of levels! The game controls well and is fun to play. As others have mentioned, a good basis for a mobile game. Two minor pieces of criticism: The visual language could be clearer. The background objects are sometimes hard to distinguish from the foreground objects at times and the moving blocks could use some way to distinguish them visually from non-moving blocks. Also, I found the transition between levels a little abrupt. Would have been nice to have some "Level complete" screen or something similar in there for a couple seconds, just so the player can readjust and doesn't take the momentum from one level into the next.

This is very polished in terms of looks and music. I really like how the basic mechanics combine both puzzle and quick reaction elements, especially once you're past the first few levels. Day 5 is when it got a little to hectic for me to manage. Great job!

The art is really beautiful, gives a great retro vibe. The temperature mechanic is interesting in theory, the problem is that in reality it is easy to kill the enemies at any temperature. I think making the difference between hot and cold more pronounced would help a lot, changing enemy behavior depending on temperature could also be an interesting way to approach it.

I also found the game UI a little obtrusive, especially when walking upward. Just reducing the size would probably help a lot.

Overall, good job!

I like the concept but I really struggled with the controls. Others have already mentioned the issue with not being able to jump. Personally, I also found the player character too stiff. It is very slow in gaining momentum and the level design often doesn't give the player a lot of space to gain that momentum which makes some jumps harder than necessary. If you fine-tune the controls and make the visual language a little clearer and more intuitive (I really didn't know what to do at first), this has potential.

A unique take on the theme and a very creative murder mystery. The art could use some work and sound/music would've been nice but it was a fun experience overall.

I really like the concept and the art style. The characters' abilities are interesting and different enough to make for some good puzzles. Controls feel fluid and precise. My big issue was Z being used as a key, which always screws German keyboards over, hard, due to the different key layouts. I had to do some weird contortions with my left hand to make things even workable. Ultimately, I ended up stuck on the two purple walls. I think I missed something there.

The concept is interesting but I really struggled with how similar the colors were. Using a wider range of hues or just reducing the number of colors would have helped. I also found the controls for the temperature switching unresponsive at times. I would literally mash the cooldown button, just for it to not react for several seconds.

Apart from the controls (which most people have already mentioned and which were probably even worse in my case, because German keyboards switch Y and Z), this is an interesting concept. I would change the color of the player's cube to something that is different from the non-player cubes, or create some other marker like an arrow on top that makes it 100% clear which one the player controls.

Really enjoyed the game's visuals and music, they convey the steampunk feel very well. The temperature mechanic on the laser is a very clever take on the theme. Some enemy variety would have been nice. I also found the choice of buttons a bit awkward. I would have preferred Dash on something else than Shift (maybe right mouse button).

I really enjoyed exploring the underwater area and the variety of enemies made it lively and interesting. Some parts I found a little unforgiving, as enemies would drain your health very quickly and some of them I found near impossible to dodge (the sharks in particular). Unfortunately, the game ended up freezing after a death, making it impossible to click any of the buttons on the death screen. I don't know if it's an in-game bug or a browser issue.

This is very well done. The art and music blend well together to create a chilling, eerie atmosphere that managed to capture me from the opening cutscene. The key mechanic is introduced well and is an interesting twist on the theme. If you want to expand the game, there is certainly potential in creating all kinds of interesting and challenging puzzles with that key mechanic. 

The controls are fine but could be improved a little. For the future, you could look into coyote time for example. Implementing that would make some of the platforming sections (especially those involving smaller platforms) feel a little smoother.

Pretty decent for something you put together in a short time. There's definite potential for expanding it (new enemy types, different types of trees, different ways to regulate temperature, sounds etc.).

The controls work well and the art is nice but it needs some polish. I didn't notice any difference between the two fireballs. Some variety in enemy behavior and level layout would also make things more interesting. I ended up just standing in the same spot, mowing through one wave of enemies without a problem and then moved to the next one and did the exact same there.

I really like the concept and the controls feel smooth and allow for a good amount of precision which is always important for a platformer.

Some minor issues I had:

- Some of the levels felt a little slow-paced, especially sections that required frequent switching between the characters

- The collision on walls and the side of platforms was sometimes a little wonky, causing the characters to get stuck in midair to the side of a platform. I managed to abuse this a couple of times to glitch onto platforms I couldn't reach with the jump alone.

- In my opinion it would be better to have one switch button instead of two. I had some issues mixing them up, especially in platforming sections where you want to make a quick, well-timed switch.

- From a purely ergonomic perspective I/U + Arrow Keys is not a good choice of buttons. On most keyboards, they are too far apart to control with one hand but too close to comfortably control with two hands. It doesn't matter too much in a short game like this, but in a longer one, keeping the hands in position to press both at a time is likely to put strain on the player's hands and forearms. If you ever plan to make a longer game, that's something to keep in mind.

These are all just minor issues, though, and most are easily fixable. Good job!

Thanks for the feedback.

I can see where you're coming from with the directional change. I really wanted to prevent diagonal movement and I found this to be a good and simple way to accomplish it, but yeah, if you're used to something different, it can certainly feel awkward.

I initially used Physics-based collision, but that introduced a lot of imprecision which made the ice sections really stupid. That's why I switched to the raycast version. I may look into a circle cast version if I do something similar in the future.

Nice to see a vertical downward platformer! It is rather uncommon. I really enjoyed the different types of platforms and the interactions you managed to create between them. Navigating them required a nice blend between precision and puzzling out where you are supposed to go. 

There were some, relatively minor issues:

- The hitboxes were a bit iffy at times, resulting in some cheap deaths

- For my liking, the controls felt a little too floaty, making some jumps harder than they needed to be. The game doesn't require crazy precision so it's not a huge problem but maybe something to fine-tune if you plan to continue the project in the future (or make another platformer).

- I had a bug that all sounds and music just stopped after a death for the rest of the game(I think on level 6).

- My biggest issue is the length of the levels. For a game without checkpoints and with many insta-death situations, they are too long in my opinion. Making it towards the end of the level, then dying and having to replay the whole level was quite frustrating. I'd recommend either introducing checkpoints or cutting some of the longer levels in half.

Overall, this is a very solid entry.

A unique take on the theme with quite a bit of variety in terms of gameplay. The art isn't my cup of tea but good job overall.

A good take on the theme and one that could work very well with some fine-tuning. The speed of the enemies was mentioned several times already. In the current state, the optimal strategy is to madly mash the shoot buttons and hope you survive which really isn't an ideal approach to any game. I would have really enjoyed some animations on the player character as well, but I understand that can be tough in such a short time.

Interesting concept. The sound effects work really well. I just wish there was a little more depth to the gameplay, rather than walking around and hoping you find the right person in time.

Really like the art and sense of humor. It manages to transform relatively simple gameplay mechanics into something vibrant and fun. The level of difficulty is also spot-on in my opinion. Great job!

The concept is innovative, the art is excellent, the music adds a nice vibe and you explain the mechanics very well. I would have personally like a few more challenging levels and could have done with a couple less tutorial-like levels but that's really the only minor criticism I have. Great job!

The Pokemon cave puzzles were actually one inspiration for me, so I'm glad you managed to recognize that.

Thanks!

I am aware of what causes the issue with the ice. I'll probably make a post-jam update where I'll have it fixed.

Thanks for the feedback.

I did reduce the size of the box collider a little bit compared to an earlier update because I had the same issue. I probably should have reduced it a bit further. Changing to a circle would require me to complete rewrite my movement scripts since I am using raycasts for collision detection, so that's not really an option.

I really enjoyed this one. The concept is fun, the mechanics are introduced well and the difficulty curve is reasonable. Really liked the screen after the final level, too. Two very minor issues: I find the controls a little too slippery for this type of game (but that's more personal preference than anything else) and, when you fall, you can move into a wall which stops your fall as you are hugging the wall. It doesn't really affect gameplay, just feels a little weird.

This is a very interesting and unique concept but the actual gameplay experience left me rather confused and frustrated. The character moves rather slow, it is often hard to discern where you can and can't go. The game lagged pretty badly whenever I used the flamethrower (which might be an issue on my part) and it was hard to tell when the flamethrower hit something or what it could even interact with. The one thing that ultimately caused me to quit is when the temperature would suddenly start dropping rapidly in some places and I couldn't tell what caused it or how to stop it, which ended with me dying and respawning repeatedly.

It's a shame because you obviously put a lot of work into this and the art is quite nice but I just didn't manage to get a grasp of the mechanics at all.

A very interesting take on the theme! I enjoyed the graphics and background music, too. It would really benefit from some kind of game over-mechanic. For example, you could have the customers leave after waiting too long and the game ends when too many leave or when you serve too many at the wrong temperature. In its current state, it's just a little too repetitive.

Fits the theme well and I like the look of the fire sprite. A little more variety would be nice, making different level layouts for example or having a larger variety of objects in later levels. Also, adding some background music would have been nice.

Restart button is a good idea. I don't know if you were aware of it but there is a pause screen (press Esc), which allows you to go back to the main menu and then load any level from the level select.


I had the graphical issue occasionally, but nowhere near as bad as you are describing. I think it is related to Unity's tiling system. Unfortunately, I do not know how to fix it and didn't have the time left to figure it out.

I had problems initially with getting stuck on walls but I thought I fixed them, seems I missed something there. Thanks for mentioning it. I have an idea what could cause it but i'll check. Best way to avoid it for now might be to not walk into a wall while on ice.


The graphical thing is some issue with Unity's tiling system, I think. When I playtested, it wasn't too bad, and I was running out of time so I decided to leave it.

Glad you noticed the coyote time and jump buffering! These tiny differences do make a huge impact so I always make an effort to implement them in my platformers. As for the wall/platform issue, I am aware of that, I just didn't find a good, quick way to fix it. Thanks for the feedback!

I really like the concept and the visuals nicely fit the type of game you're making. I had some minor issues with controls, level design and collisions, though. At times, it isn't quite clear where you can and cannot go (especially higher platforms, I managed to beat the elevator level by skipping the elevator altogether, not sure whether it was intended that way). I think you really needed to teach the player about the double and wall jump and make those abilities a little clearer. The restart mechanic, I found a little confusing as well (I expected it to be just a way of resetting the level if you put yourself into a corner, not something that's required to complete some levels). There were also some issues with inconsistent collision where I sometimes would and wouldn't fit into a tight hallway and got stuck on seemingly nothing (when passing between platform and elevator). I think it may be due to inconsistent floating point calculation, maybe just leave a little more space here and there so you don't get to a point where those tiny differences matter.

But these are just minor issues and this definitely has the potential to be turned into something more if you wish to do so (adding different types of blobs to fuse with that give you more abilities would also be an interesting approach). Good job!

One of the best entries I've played during this jam so far. The mechanics are clever and the puzzles are challenging. I didn't complete all the levels because I'm normally not that into puzzle games but I enjoyed the levels that I did play and I can totally see someone who loves puzzle games spend hours on this. One minor suggestion I have is to change the color of the platforms and background around a little between levels, just to give some variety, visually.

I did rate and comment on your game. Here's mine: https://hauntedquest.itch.io/torn-apart

The simple graphics with the retro sounds and music worked really well together. It really felt like you were taken into the past. As for the gameplay, you could've made the theme more prominent. Collecting the small magnets didn't change all that much and wasn't really required to complete the levels. Also, at first I was a little confused because the collectable magnets and the enemies look very similar. Maybe it would have been better for the enemies to be something other than magnets, just to differentiate them more visually. I did like the challenge of avoiding the walls. They just felt a little unfair at times, as even barely touching was enough to void out. Maybe tweak the hitboxes a little. But that's a minor nitpick. Overall, good job.

Really interesting game and very impressive that you managed to put this together within a week. Good job!