i liked it. Extremely simplistic, could have used a map or something similar but pretty solid. I couldn't give it many points for originality tough
KnGod
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the game is masterfully done in every aspect i can't criticise anything, my respects. BTW there is this bug that makes the cubes "fall apart" when you move them if i explain myself correctly. At first i thought it was harmless but it displaces the gem too and leaves the board in a state that it was clearly not supposed to be in, The glitch allowed me to beat a level in an unintended way and had me restart another so you should check that out
i played the game for a while. The map is big and feels like a maze, nice graphics, the game is pretty full of things although most of the map is the same assets but i'm not expecting more of a jam game. There is a part tough where you fall to the void and have to wait until the oxygen runs out to restart that could have been shortened a lot. In general a solid game
interesting game. A little empty, could use more upgrades and not having the upgrades menu hidden behind the settings menu. I couldn't really make the bar progress so i don't know how much is required but i would have liked that the progress was based on the time spent waiting and the points just speed up the wait
i already thought of colored holes that teleport you i unfortunately couldn't implement them, another mechanic i thought was somehow manipulating the spacial distortions(the areas where you can't teleport) so you can teleport to zones you originaly couldn't or more interestingly putting them over black holes so you could teleport around them safely. I plan to explore this concept as much as i can in the future, thanks for the feedback btw
you can check out mine if you want https://itch.io/jam/acerola-jam-0/rate/2582836
woops wrong link i'll leave it anyways but my game is this one https://itch.io/jam/acerola-jam-0/rate/2581693
i'll check yours later when i'm more free
I actually started the game several times just so i could fully test it. At the start i decided to jump to a precipice and see what happens and what happened is i got stuck so pretty realistic in that sense. I then proceeded to jump in every pitfall fully knowing there was nothing there i would have appreciated a) a way back up that didn't involve restarting the game, b) anything at all in there or c) a death screen it's just a minor detail but tbh if there is a way a player can softlock it's the developer's job to try and avoid it. Another thing that i noticed is that you can finish the game without using a single battery pack since the broken bridge at the end can be easily climbed with just the jump(the battery packs could probably be used as platforms too but i didn't check that). As for the concept it's an interesting idea that could lead to an interesting game with the right level design, the mechanic has been done before but i have no knowledge of a 3d game that tried it so that's something. The ambient was pretty nice it's noticeable most of the efford went there
that's unfortunate, yea the web build has probably a few problems i didn't make the game thinking about the web build sorry you didn't like it i'll try to take those problems into account for the future. There are controls i made sure they were big enough and shown all the time but it seems the web build in full screen cuts those out i didn't know how to fix it
i think 316mb without a web build might have something to do with people not wanting to play the game. The limit on games i'm willing to download is 100mb(this is because of some restrictions on my internet service) and some people fear the executable could have some kind of virus. That's just a theory tough
short and simple. A nice game, i think the movement mechanics are underutilized: the focus was the story but you get this random platforming section that should either be more developped or removed but as a showcase of the possible mechanics a longer game like this might have i guess it's fine. A funny thing when the people started attacking the character i just stood there taking the hits, my idea was seeing if there was a fail state but i didn't really want to kill anyone so i tried to leave before accepting my fate and finaly do what i was supposed to do
Really interesting game requiring you to micromanage 6 different screens at the same time. Good design, nice aesthetic, there is little to criticise here.I don't know why but the final screen seemed to have a resolution way bigger than my screen's resolution making the text of the left appear offscreen but that's the only "problem"(more like a slight inconvenience) that i could find
the movement speed is a little too high, has some bugs: the dialog glitched after i spoke with the chicken leg guy and it seems you can get stuck in an infinite dialog loop if you go to the bottom left and talk with the time guy wich i assume is a thief. I think the objective arrow could have been done with only one arrow that points towards the ojective without much problem. I think that's the whole list the game is broken so i can't say is good sorry. BTW it annoys me a little how every time that guy asks for the time it's a random time of the day if that's the aberration good work
when i was thinking about the concept my idea became movement aberration. The first thing that came to mind was having a random chance of moving in a random direction but that's obviously not good material for a game(i guess everything is but i don't know how to suplement that mechanic in a way that makes it fun and fair) i followed with the possibility to know where the player would land if the random chance is triggered wich is better but i had no idea of what to do with that so i kept thinking, in the end i thought about giving the player te ability to teleport anywhere in the screen with the restriction that it will pick a random valid tile in a 3x3 radius. I thought about further improving that by consistently choosing the worst possible tile in the area but i never got arround implementing that.
decent platformer. The combat needs work i couldn't finish an enemy without taking damage, the ghost platforms and the (for lack of a better term) the hollow floor(that part at the end with ground tiles without colissions) make the game seem like one of those rage games i wanna be the guy style but the rest of the game is telling me average platformer. I don't think those mechanics can be implemented in an average platformer without some heavy work
I'm not talking about your game specificaly. Thinking the quality of a game doesn't influence how popular it can be is wishful thinking, when i'm playing the games of the jam i look at them objectively and see if i can find the worst parts to point them out, praise doesn't make a better developer but constructive criticism can. Now talking specificaly about your game(i'm yet to try it i'll give it a shot later) with the amount of problems you say it had your expectatives should be pretty low, in my case with a few reviews and some sugestions about how i can improve i'm happy. Just what were you expecting to happen? I'm sure your number of rates will go up, there is more than a week left but i would adjust my expectations i doubt every single person can rate every single game thus some games are expected to sink to the bottom regardless of the actual quality.
i never said anything about games getting popular quickly, on the contrary it was more about games being ignored and falling into obscurity. If you want your game to be more popular you should as you said post it a few days earlier and/or promote it with all your might. Well that's just asuming the game has the quality.