The prototype is fun, but I found an exploit. Whenever the level starts just fly to the right side of the screen ASAP and then the enemies will spawn behind you so that they can't shoot at you. Just wait until they move off screen and you pass the level without having to fight lol.
hortondev.chris
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I have been seeing others have problems with the web sticking to the black wall, and I think that you're right. I am using Unity's built-in hit detection, but I think I could optimize it because there isn't really any other way I can think to make sure it works 100% of the time. Also, I agree that curving the web is an awesome mechanic that I honestly didn't realize I was implementing. It is super cool to see new gameplay methods emerging out of our game that were not entirely intended but still add a lot of flavor. I super appreciate the feedback 😁
I thought this one was pretty fun, it reminded me a lot of Kid Chameleon. I don't think the lack of levels is a big deal because it still felt like a very fleshed out game already. I think polishing mechanics is a super important part of game jams instead of loading them up with content because good mechanics will keep the player on board, even if there are only 3 levels instead of 9.
SPOILERS BELOW
I played until the end and checked out the README, but I was kind of disappointed that the F11 function was not revealed until after I finished it. The small screen almost turned me away, but I liked the gameplay enough to keep exploring. I think it could be a better idea to reveal something like that at the beginning if people have poor eyesight or other disabilities but also for convenience's sake.
I really like the concept, but I think there are a few things that you could add to make it easier to pick up. The text that generates over the skeleton's head overlaps with the text in the world, so it can be hard to read at times, so maybe adding a highlight or something behind the texts could make it easier to differentiate. Also, when I spawned I couldn't read the whole controls tutorial because it was going off to the right of the camera, so if you adjusted it to be closer to the spawn then it would make getting into it a lot easier. Finally, the movement of the character is unpredictable, so I feel like some people might get frustrated and shelf it really fast. If you had a short bit of explanation as to how it works (what direction each bone will move in if you click it), it would make it more engaging to keep playing. I got to the moving platform with the skeleton's arm, but once I was there I could not figure out how to progress. I still think this one has a really clever idea for the theme, but I think it is too difficult right now to understand and play.
I was really looking forward to this one when I saw you in the jam (I am a Paper Planet follower), and I was not let down. I like the art and the music is great, but one critique that I have would be the placement of the rhythm "counter." I felt as if I was paying more attention to the bottom left of the screen rather than what was going on, and when I was trying to look around I felt like I kept missing the beat. Maybe if it was more centered either on the bottom or top or a translucent version of it sat in the center it could be easier to keep track of both the beats and the characters.
It is fun, but there are some bugs. When your score got above quadruple digits it just sort of wraps back to single-digits, and this happens a lot once the multiplier racks up. I would suggest making the timer for the multiplier deplete faster if your multiplier is higher. I got up to level 99 as easy as I got to level 10, it just took a little more time.