I kind of wish the projectiles started a little slower. It is possible to go out of bounds and never be hit by anything.
Emma
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I was a bit confused at first, but I eventually figured out I needed to open the windows. It doesn't seem like they all open though, and it would be nice if there was some sort of indicator that a window is openable vs. un-openable. I ended up just memorizing the order of the windows and which ones open.
I like the idea of a platformer with a limited view around you. It leads to this situation where deaths happen pretty spontaneously because you don't always know what's below you. Spontaneous deaths aren't necessarily a bad thing, but it would be nice if you could reset the game after you die instead of the game closing.
I really liked the sound effects in this game, specifically the🔋battery sound effect. If I were to suggest changing one thing, I would say that this game could use a little more progression. It might be nice if the one larger level was broken up into a few smaller levels that each gave the player a little room to get acquainted with the platforming in a safe environment before jumping into a longer level.
I appreciate the pacing of this game. It is very well paced. I enjoyed the introduction of the jam theme to the puzzle solving. I feel that the way it was introduced made the difficulty progression of the game feel much more natural, and I appreciate that the game didn't just start with the player controlling two things because it gives the player a chance to get acquainted with how these puzzles work before introducing more complicated puzzles.
I really like the unsettling tone that was established by the music and the inability to see what is around you. It might be cool if there was an auditory indicator or a stronger visual indicator for when you are moving vs. when you are colliding with something. I enjoy the subtleness of the square shaking or not shaking depending on if you are moving, but sometimes, it can be a little hard to tell when you are moving.
I enjoyed the use of lighting and sound in this game. Incorporating the control information into the game world is a very nice touch which helps make this game feel polished. It might be nice if there were more hints as to what you are supposed to do. I didn't understand that you had to put a relevant object into the light at first, but that made sense once I was aware of it.
I really enjoyed the atmosphere that you established.
I see that you uploaded a web version along with the EXE as a downloadable. If you were to click the "This file will be played in the browser" check mark under "Uploads", this game would also be playable in the browser, but you would need to upload another ZIP if you still wanted the executable version to be downloadable afaik. You might even be able to feel safe checking off the "Mobile Friendly" check box under "Frame Options" because it appears that touch input works fine in your engine.
I like that there are spikes in places you would be likely to jump into; however, it doesn't seem like they do any damage to you. It might be nice if the tutorial went into more detail about how dream jumping works. At first I thought it was a bug when I could jump multiple times in a row, but the more I played, the more it seemed like an intentional part of the design.
I believe I have located what is causing the lag. The `Soldier` and `Shadow` classes are being instantiated inside of the `draw_window` function.
# line 73 of main.py def draw_window(): for i in range(0, 31): window.blit(tile1, (tilepos[i])) sold1 = Soldier(0, Soldier_positions[0])
This is a large memory allocation to occur on every single frame, so ideally, it could be moved to where you are assigning the lists of positions `Soldier_positions` and `shadow_positions`. Then, the necessary code from those constructors could be moved into the `draw_window` function directly.
After making these changes locally, this is how the game runs on my machine: