Thanks mate, I'm happy to know that you've liked it. perhaps I will finish it someday. thanks for the feedback, means a lot
Johnny Dalvi
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That's actually a very valid argument on using two hands on the keyboard would make it feel more like an arcade machine. Thanks for the suggestion, perhaps changing context and making the player switch from keyboard to mouse would indeed make it feel more like the real experience of fixing a machine in order to keep playing, perhaps we could add a slow time effect in order to make it less hardcore.
Again, thanks for the valuable feedback
Awesome game man, Really liked the gameplay.
One thing that could help the player understanding how to play (it took me three playthroughs to understand) is to have the controls visible all the time on top of the hotbar, and also perhaps make it more clear what has been selected, the small gray paint is quite hard to see.
Congratulations on your submission, quite an milestone :)
The art is amazing, very well done, congratulations.
Overall it's a very polished entry, I really liked what you did to the narrative and the flow of the game, it was a very nice and subtle touch to have these narrative moments in between levels. The theme wasn't very explicity in the entry, but I do understand how things can end up changing directions as the project demands it to xD A think that could help a lot regarding the player experiene is to allow keyboard shortcuts, having to click through the whole interface having time as a limit ends up creating a bit of friction in the experience.
Congrats mate, it's quite a good game :)
Obrigado pelo feedback! Fico feliz que tenha gostado do game de uma forma geral :D pois é, eu apanhei um pouco da cinemachine pra fazer ela se comportar do jeitinho que eu queria, provavelmente gastei uns 30% do tempo do desenvolvimento só na câmera e ainda não fiquei satisfeito com ela kkkkk adicionar uma sombra embaixo do player, mesmo que independente do sol propriamente, é a minha prioridade número 1 agora, uma coisa tão pequena que faz uma diferença enorme no gameplay, e ainda é difícil do desenvolvedor notar pq a gente acaba acostumando muito com o movimento. Novamente, obrigado man, um abraço. Mais tarde jogo o seu tbm :)
valeu pelo feedback man :D
Fico feliz que tenha gostado. Pois é, eu tive dificuldade de pensar em puzzles mais fáceis para fazer uma curva de dificuldade mais light, tem razão, o jogo está relativamente difícil, ainda mais pq não ficou 100% claro onde o personagem vai cair após um pulo, vou precisar ajustar isso.
thanks for the indepth review :)
I totally agree regarding the camera and the platforming. Will add a black circle under the player Manually, if I use the sun it will make the visuals a bit worse due to too simplistic shadows. Thanks for the suggestion.
Wow, i gotta fix that issue with being able to totally avoid the shurikens haha thanks for pointing out.
Regarding the physics, I need to think about it because technically it would indeed move extremely fast after leaving the bubble since the player is relatively super fast inside it and thus any force applied would be greater. But if that results in unexpected behaviour, then I should think about how to improve it, player experience is king.
Thank you very much for all the help you've given
Thanks for the detailed feedback, this is extremely useful. Yeah, that mechanic isn't well explained, I need to at least add a custom animation and see if it helps.
This game was made during a weekend for a game jam, the theme was related to have only one, so I the idea is to hit all obstacles With a single bullet. But if I develop it further it won't need this restriction anymore, so we could have "puzzles" that require multiple shots in different parts within a time frame, which could be fun. I would also make use of the super slow motion inherited mechanic to add some cool vfx like wobbling sructures upon impact, rain and breakable structures.
Regarding the levels, I would like to add a story element to it, and make the current levels just some training sections to introduce new mechanics between the actual missions a la "The Wanted" movie. The missions could be assassinations that happens in unlikely places and that make use of the fact that you can curve the bullet, but you would still just control the aim of the character, and it would happen in a small and predefined scene+setting.
But this may be a bit of a overscope, so I'm thinking about other alternatives for this game that don't increase the scope this much.
Yeah, I also have a few thousands of views on my page https://johnnydalvi.itch.io/, most of it was unorganic (people looking for the game through google or through itch.io search), and then some due to tags and just a few due to collections.
That's a nice thing that you do with your rating system in there, I also feel that I should do more about it, at least prompt the player to go to the game page and rate it (perhaps I'll even add a link to my games >.<).
Thanks for sharing your experience with this matter Matt :)
Hello Guys,
So, I have a game with a high CTR (usually sits around 30%~40%), although the number of impressions is kinda low (32 impressions in the last 7 days), and most of the dowloads came from people searching from it's exact name either on the itch.io search engine or through google. I've added all the tags and did my best to improve the SEO, The game also did fairly well on the jam it was submitted for (57th out of 2600 games), and it was also placed very low when someone browses through (under 1000) the jam entries for some reason. The name of the game is Bullet Bender if someone want to take a look.
What does itch.io takes into account for the sorting of the games overall? Is there something that I can make to improve it?
Thanks
Hey Daz, thank you for playing this game! It's Always awesome to have your feedback.
Yeah, this game was made for the GMTK game jam, I'll be adding the sensitivity setting later on, this one I might develop further, so I accept ideas regarding how to improve it(mechanic wise) in order to be able to sell it on a big store such as steam.
Hello there,
Yeah, the coolness system can be abused, but overall I don't think it does get abused a lot on the LD, I still get at least 70%~80% of the number of feedback I've given (from people that clearly seemed to have played my game), so the large majority of users won't abuse the system.
Comments with a direct link to the submission of the other person is indeed a good idea, it might lack that additional push though for being a little "abstract", people will likely just not play the other's game and the community will probably still get flooded with "play mine and I play yours" threads. But I think that it may be a good idea to see how the next game jams rating phase will be with this change, and if it doesn't change much, perhaps it may be a good option to try at least a variation of the coolness system.
You could, for example, make the user only receive the coolness points if he rates AND gives feedback on the entry, this would decrease the amount of abuse and it would also be encouraging people to give feedback on the other's game, which is the most important part imho.
Very nice concept and execution, congrats to the whole team!
I love the overall atmosphere and the game presentation (mechanic wise and graphically too). It's just a little hard to move around the castle because a few things is quite hard to see, a highlight/glowing on points of interest upon mouse over would help in this regardings. Also, returning to the starting upon every death was a bit too much imho, it coulse use some checkpoints.