Thanks ! wow appreciate the time you took to write this comment. i think your feedback is spot on and reinforces a lot of what I've been seeing during the 10ish playtests I've watched. a stamina system (botw circle) would probably make the void dodging more intuitive. the Tetris hold idea is really good and the second stomach is a great way to justify it in the context. i briefly considered this mechanic for the jam but decided against it for timing and complexity sake, but i think it would really complement the simple fundamental mechanic of the queue. im glad you mentioned an eating mechanic cause in my head I've been playing around with the idea of sucking/eating things to re put them in the queue. in a full version of this game the world eater probably should have the ability to eat something lol.
Jahju
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this is really awesome, love the idea, vibe, and execution, its super satisfying when your playing well. i do think the game could be a little bit more lenient with the time that the fish get alerted and you restart, maybe like x seconds before they call the boss to close the door so you have a final opportunity to silence them.
really fun when i got the hang of it, heres some personal thoughts but im wondering why there isnt a window between when i fully charge and when i can release. having to throw instantly when ur finished charging makes you fully at the mercy of what eels are on screen at that exact moment if there was like 1 second you could hold it longer and release to fire it would be a lot more forgiving.
I had a lot of fun playing this. you've got an extremely engaging game loop and a really solid foundation. here are somethings i think could improve the experience.
- an initial enemy type that actually moves towards the player when in x proximity.
- instead of waiting for your player to return after exploding, gain a burst of speed that lerps over time to normal speed after x seconds, IMO this could help the game flow better and mesh well with the frenetic sense of energy this game has.
- i wonder if you could simplify the control scheme by merging the dash and the hooks purpose into one ability. with this new ability u could send a hook/arm to slingshot yourself by hooking walls or pulling yourself to enemies.
- an easier way to restore lost abilities
The dash is satisfying, attaching two guns was a great moment for me, i like how the lighting changes to accompany the change of time it really helps sell the wild west aesthetic. the enemies were super charming i love the legs on the bullets and the sounds of the bigger sheriff wheely guy had me laughing. one thing i was a little confused about if i just had lost or not when i used up all my ammo because it didnt seem like there was any on the field to suck up, and if thats the case maybe i should of just exploded on the spot instead of living in purgatory.
Such an effective game as a fun arcade experience. I think the main mechanic of increasing charge when in close proximity to crystals
has a perfect opportunity for improvement in sound design
- juicier satisfying magical charge sound with longer successful charge = higher pitch
which could improve the game drastically in fun and satisfaction.
Very solid game and starts to feel great when you get the hang of it.
heres some changes i would like to see ( in my opinion )
1. increased coyote time (I'm sure a bit more would go a long way considered how many short platform sequences there are)
2. i really really really hate how the end of level trigger is not the entire floor and so you can basically "beat" a whole level and then land slightly to the right of the finish checker square and still drive off a cliff. it feels unfair and a brutal way to lose in some of the harder levels
3. less single square platforms in the later levels and some more interesting windy roads
4. some of the more difficult levels are artificially even harder by the camera limited views so maybe it could zoom out a bit or do a better job of showing incoming platforms / hazards
5. better sound effects for hitting wall / better sound design in general
6. variety in visual level design / colors
7. increased visual depth of non driveable area (is it lava?)
Thanks for the advice ! i found that a lot of people felt similar about the sluggishness of the player, i wanted the player to feel powerless to push the game more into the horror genre but i think i ended up taking to much control out the players hand resulting in less fun gameplay. im gonna take a crack at making the ooblek more trampoline like, and less quicksand.
for those of you who played, Do you think it would be worth expanding the game for a steam release priced at $1.99. finished game would include 3 worlds, new enemy and player mechanics, polish n speedrun timer. a problem a lot of players faced was the unfair onslaught of rng type enemies so i would want to push the game more puzzly / little nightmares esque. I wanted to hear your thoughts before I invest a month or two.
Thanks i really appreciate it! yea incorporating more platform oriented sections is a great idea to switch up the gameplay. totally agree about the clarity, one thing i planned on doing but ran out of time was an oobleck noise screen shader that would kind of let the players know how low their stamina is. great idea about the color change i wish i thought of doing this just lerping to a more blue hue cause that would of been quick and effective.
great presentation and game feel. i think the gameplay would be stronger if the people tried to escape in more random patterns - it would feel more rewarding to catch up to them / convey their fear better, maybe they start a chain reaction putting other people they bump into in the fear state and every kill from this chain is added to a kill combo counter.
pretty solid base, i think the player should start out with a more simple one shot slower fire rate and work up to the speed he currently with each progressive fight, its pretty intense out the gate. in a game like this the first boss is basically a tutorial on how to play so i think it should be even slower and have less health, the overall game package could be improved drastically by adding simple intro cinematics to the bosses, like literally if they just lerped in while player input is overidden that would be enough to give players some time to digest what is about to come. good work
Thanks! yea for the sharks i ran out of time to make them follow bezier curves so the movement is a little unnatural, great feedback about the gameplay, if i go back to make this into a more full experience i want to push each area more puzzly where timing + awareness matters and basically to make the decisions the players make have more impact with less shark rng lol