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Jerry Zed

7
Posts
3
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A member registered Jul 09, 2023

Creator of

Recent community posts

The art, music and sound effects are so nice and cohesive. They are the main motivation for me to keep solving the hard puzzles.

The difficulty of the game, in my opinion, owns to the implementation of jump mechanics:

1. If I didn't observe it wrongly, the jump mechanics seem to be always triggered after a fixed interval? This actually makes it harder for player like me to predict where the avatar will jump in the level, because any intervention (like a block which stop the avatar for little time) would change the position of next jump. This makes it almost impossible to solve avatar movement intuitively, but only after hitting "Go" button. I would suggest that the jump mechanics could be set to "triggered", e.g., triggered at the edge of a platform.

2. The jump will be blocked if the avatar is close to the wall (instead of jumping straight up). This also makes the levels harder, and makes me feel a bit discouraged after failing too much times on this.

Besides this, the level design is very progressive and is itself a great source of tutorial. I would love to follow the game's future updates! 

The game get me back to the feeling of how I manage to complete the jumping down scenarios of Dark Souls 3 and Elden Ring. The death repeats, but I still enjoy it =)

My advices:

I personally feel that the avatar and platforms moves too fast. And I would love to have more save point qwq. But the current difficulty can also be a feature of the game! 

And I barely use the up arrow, because everytime I make a wrong choice and try to jump up, the jumping height is simply not enough, so why not just pay more attention to downward. 

I wish there could be some enemies added, and those enemies can be tackled with the ability related to falling down (e.g. steping on their head, like Mario). Maybe they can also reduce some falling damage as a reward lol.

Overall, I enjoy playing this game and looking forward to your further updates.

Hi SPIRITO,

Thanks for playing our game! And thanks for loving our arts ( I also love it)! We will definitely add more UI element and level design based on them. Looking forward to sharing our latest version of the game with you after the rating period is over!

Hi agmercier,

Thanks for playing our game!

And shout out to our great artist: A Zao! I still cannot belive how she managed to create such intriguing art works, which add tons of vibes to  our game.

Hi Sentrigal,

Thanks for playing our game! Due to limited time, we only finished designing and implementing these two elements. (But that's the point of GameJam haha, to make as much as we can in 2 days, to devote and enjoy every minute on game development.) 

PS: I will continue to make new elements based on the feedbacks of players and my insipriations. Looking forward to sharing with you the new version of our game after the rating period is over!

The game has well structured basic mechanics and very polished level design. To cooperate with UIs while jumping platforms can be really exciting and challenging (since I am stuck at level 10 haha).  The quality of the game, in my perspective, is at publishing level. Looking forward to the future development of this game!

Hi Rhett,

I am one of the developer of this game. Thanks a lot for playing our game, Rhett!

Though our basic mechanic, which enable players to utilize the UI buttons as platforms, seem to be similar, the ways we integreate it with UI functionalities are still largely different. The use of perspective, gravity etc., and the titles of each level in your game are so intriguing and interesting!

One of the design problem we currently have is to limit the player's ability when they can move UIs so arbitarily. And after playing your game ( I am currently stuck at level 10 haha), I get tons of inspirations. I really appreciate your design approach which limits the movement of UI as platform with slider and use zooming to change the position of sliders on the other axis. Your approach make level design more controllable and eligant.

As a rookie in game development, I would sincerely appreciate any of your advice about our game. Hope we can have further communications about game design in the future!