Ummm, you´re right in the atmosphere and narrative!! I get your point of view. ^^
Korgen
Creator of
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One of the top 3 of this gamejam, no doubts. Nothing to say, it´s a very well done game.
I would make only one minor change, in my opinion: I would block the out of screen of player, when the things get complicated, if I the player goes out of screen it´s harder to see where he is, the bullets coming or the enemies spawning…
The gameplay, idea, mechanics and concept are very interesting. After some minor changes, the game gained a lot!! Visuals are simple but effective. Need more work in this area. With some assets maybe the visuals could be more atractive. The pointed font is perfect for this game. The song loop is too short, but it´s ok. Sounds are cool.
It´s a interesting game to be played, with more mechanics and puzzles to discover and work with ^^
Hey! Hello, GDevelop colegue!! Hehe. It´s a cool concept for a game, replayable, and I liked a lot (I played like four times). Simple but addictive puzzle game, with some strategies and mechanics, different enemies… The ghosts are the worse ones, because the pause affect them randomly…
Great job!! It´s a fantastic game.
Heheh, I understand… This is how the third level was made visually (GDevelop 5). The “Exit Portal” collider is small, so it needs a platform if the player don´t touch it in the jump (is the same in all the levels). The level design it´s really simple, only has 5-6 components. And… I don´t have much experience in programming, so, maybe there are some errors, but for me, it worked well ^^!
Ok, this game is really cool. With a lot of mechanics and fantastic ideas! And the voices are also an awesome addition!! But, in my opinion, the game has a pair of problems that makes it a little “less” fun:
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Level lenght.- It´s better to make three levels with 3-4 puzzles that only one with 14-16 different puzzles. And, if you like that lenght, maybe a % level progression bar…
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Pause system. I compare your game to “Press Alt F4 to jump”. In this game, the access to the options is only one click away. But in your game, the player need to go to “backspace” (ESC minimizes the screen, for me was not a solution), go to settings, then choose the option, then back and then resume… And a lot of times with every puzzle gets a lot of intermediate steps. You need to rethink the pause system to make it quicker and more intuitive.
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Please, subtitles! ^^
Oh, thank you very much for your words, hehe. In my case, the first hours, before starting to code, I think a LOT about the game, and I write down in paper all I will need to use (music, sounds, sprites, texts, level desing, main mechanics…). For me, this saves me a lot of time when starting to code… I’m awful at drawing, so in this case the Marauder’s Map was my main inspiration, hehehe.
The game itself only has 1 animated sprite and 7 static sprites (including bars and icons), and then words or verses as sprites… It´s indeed simplier than it looks.
Well, the “R” button for me was necessary to end the game, but because there´s so little time to go fast to the next “help point”… After the gamejam maybe you can polish some points, like:
- Give more impulse when pushing up your friend.
- Give more time to go to the next point before the pause ends.
But, again, the idea is awesome as a puzzle game with difficult progression. The level design explores new ways to use the pause and no-gravity effects…
In my case I finished my game saturday afternoon. I had to simplify and synthesize my initial ideas a lot; at first, the game was more deep in mechanics and with 4-5 levels. I ran out of time on third level, and I have only set up a couple of sound effects from my planned list. The idea of “creativity pause” (where someone stops for seeing things clearly and then be creative) and the draw-and-write-on-paper visuals combined well. And the inspiration of Marauder’s Map, obviously. I made some mistakes in my english texts (ups). No time to check it…
I spent a lot of time setting up the Itch.io game page since it doesn’t count towards the time limit, hehe.
Oh, I want to see your project. I liked a lot the idea of your last game!!
Yeah cool! My best score, 331 points. In my opinion, it´s incredible how with a minor polishing, the game is a lot better. The only thing now for me is that the head is a little too big for the screen. Try with maybe 25% smaller. Now the minigame is challenging, and it´s well balanced between time and recharge… Great work!! ^^
Um, nice premise and concept, very fun prototype. Need more polishing. It´s a pity not having sounds or music (10 minutes more), a warning or a score system, and the movement is maybe too fast for me. Althought this, the game feels with a lot of potential and humor, hehe… Also fits perfectly to the theme. Great work!!
Indeed you can code more than a little bit ;). I didn´t find any bug and ate my table at least half a dozen of times hahaha. Jams can be taken seriously, as a joke or as a challenge to yourself (or maybe a mixture of all). But you made a playable and addictive minigame, so… Well done.
It´s a good game because I wanted to reduce the time. My first attempt (without choking) was 2:15 (XDD).