Super creative game and it looks amazing, would love to see this fleshed out some more. Congrats on the submission!
IAmSingleton
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You would definitely have to test it out! A checkpoint system could be nice for sure, but I think with proper design and balance of the mechanics, the fun of trying a level again and again and mastering the jumps of the levels is super driving if executed correctly. I could also see it working super well with some kind of timer, allowing people to speedrun and compare times, where the checkpoint system would be a great way to practise the tougher sections, whilst also allowing casual players a better experience.
Glad I could be of help, good luck with the full release :D
That's completely fair. I think making a tough game is great, and after adjusting to it I got the hang of it and really enjoyed it, but I think it was more so the level design that's confusing at first.
When I got to the first tough jump after the thin beam in the first level, as the jump was so precise, I thought that I was doing something wrong or I was missing a mechanic, as the rest of the jumps weren't near as precise. After trying a few more times, I realized I just had to delay my jump super late, and once I learned that, I realized what the game was and what all the rest of the jumps were going forward. Having that jump is completely fine, but I think having it far away from the checkpoint makes the player question why they're having such a hard time with a jump that in their mind, is just another jump, when they haven't been taught that the game has precise and challenging jumps up until that point.
Then after doing that jump, getting bounced in the air and having to control the players movement in the air, I had no reference to how the momentum of the player worked while in the air, and had to get the hang of it on the fly. If I messed up or didn't understand the way they moved or carried their momentum properly, I had to recollect the item, and do a really tough jump again, to get another shot at learning how to move in the air again.
TLDR: it felt like I was being tested on movement, jumps and mechanics that I hadn't learned about before hand. Some kind of introduction or subtle level design could turn around all the confusion of the difficulty and make it work in the games benefit. When you have playtested and adjusted to the movement while making the game, you don't need an introduction to do the tougher jumps/movements, because you've technically already had it. Other people playtesting can go a long way in this case.
sorry for the long reply, i just think this game has a lot of potential and don't want people's experience of it to be put off by the tough first level😅
This is probably the most ambitious game I've played by far! The visuals are gorgeous, and doctor KnowItAll is such an incredible way to communicate to the player while also getting a good chuckle out of me. Some iFrames would help, as I went from full health to 0 by getting stuck in the wrong place sometimes, where having a second to recover would've been great. The bullet hell experience felt super fun and driving, but the level transitions definitely could do with some polish as they kind of took me out of the experience a little. Also, the camera panning in the direction of the mouse slightly I feel could help the game feel more alive, and allow the player to look where they are going and anticipate better. Other than that though, the gameplay felt super tight and fun, and I had a great experience overall. Great job!
I liked the idea. I think the sucking definitely needed more juicy feedback (sentence i never thought id say) and the shooting/sucking feels imbalanced. It seems most of the time I am better off just emptying my gun of ammo so I can one shot the enemy with a suck, rather than use multiple shots to do the same thing. Overall the music and visuals were great, and it felt super fun and intuitive to play. The amount you guys managed to get done in the time is impressive!
This is super polished. The camera was definitely too sensitive, and it also being inverted made it super difficult to get used to. Apart from that, the audio and visuals were great, and the idea has so much potential, I had a lot of fun with it. I could see this even being scaled to have some kind of vs mode with friends. Great work!
Gorgeous environment! Even after learning how to do some of the jumps, they were still brutal! I think tightening the controls or giving some more leniency in the earlier levels would help, as the first level almost feels like it should be one of the last lmao. Overall I loved the concept and found it super fun and pretty.
I like the idea of the entry! I think zooming the camera out a little and also having the camera not lag so far behind the player would be useful, as it feels like I cant see whats in front of me as I move. Also, some balancing of music and sound effects would help with the harshness of the audio. I had a lot of fun trying to progress through the levels
I loved the atmosphere and vibe overall. Although, I was confused about what the objective was, and what I was trying to find. Maybe some kind of tutorial or visual to make it clearer to the player would go a long way. I didn't see any objects get highlighted when gotten close, and felt like I was wondering around aimlessly trying to figure out what to do. I could just be an idiot though lol
Fun game! Very unique take and funny twist on the theme. Was a little difficult to differentiate between the inside out socks, and the fruit ninja section was bugged where everything was too low. I also think the rounds could have lasted for less time (maybe about a minute), to increase the variety a little more. Overall, I loved it!