It is unfortunate you couldn't finish the game, but I still wish you luck should you decide to continue development!
Ninja09
Creator of
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I believe this game suffers from camera issues and visual indicators. The feeling of the game is like Sisyphus pushing the boulder up hill. While checkpoints aren't necessary, a better distinction between what a platform is and what is background would've been nice. There were many times where I didn't know where to go because (especially for the bottom parts of the game) the platforms bended in too much with the background. Additionally, many parts of the game require that I take an unreasonable risk similar to that of something I would see in Kaizo Super Mario World.
If you continue to polish the game here is what I recommend:
- Fixing the camera (preventing showing the blue skybox. You could do that by creating a script which bounds the camera between coordinates)
- Making platforms (atleast on the lower level) more obviously distinct from the background
- Fairer platforms (moving platforms tracks and falling platform differentiation)
The game has a lot of potential, and I strongly encourage you to look into polishing up the game a bit more. For 48 hours though, well done!
This was a really nice experience! It is somewhat unfortunate that the game is locked behind multiplayer, and due to the fact that the difficulty doesn't seem to scale with player count, my partner and I couldn't reach the end of your game (We might just be incompetent). I think that this could honestly be a fun party game though! Unless I missed it, tutorials / explanations about what each room does/what each room has to offer would've been nice . Great potential for an already fun experience of a potential party game!
The gameplay is a nice point-and-click adventure (for the most part), which is very different from all the other submissions. Very cool! Unfortunately the game is a little confusing. Like you mention on your page, in order to meet the (original) deadline, the game cannot show you if you have certain objects. Even with the walk through, I felt a little blind in what I was doing and where I was going.
The art is really cool though! I am curious, how did you do the art? The hyper-realism in some places makes be believe that it is a mix of photos and drawn images.
Overall, a pretty solid game! Nice job!
I feel like this is a good stepping stone into the world of game development, should you decide to go down that path. I like to think you learned a lot from this experience, and I believe that you will be able to make some cool games now that you dont have a restricted deadline :). The art is nice, and the gameplay does well to reference the Dino Game from google.
This feels like it would be a good proof of concept. I can imagine that making the slime work how it does took a lot of your time, which would explain the lack of gameplay within the game, however the art is nice and the theme matches well. I think you could definitely expand upon this and make something cool!
I think this was a pretty nice game to play through, the art is nice and simple, and the game follows the theme quite well. However, the enemies feel a little tank-y sometimes, making everything slog a little bit, and because most enemies don't have attack indicators (that I noticed), I took a lot of damage that was a little unfair.
Still, despite these issues, the experience overall was charming and nice, has the potential to become a nice title :)
A very cute and short title. The ASCII art is nice, and very impressive if you didn't use sources like Text to ASCII Art or the ASCII Art Archive.
This game has me feeling like I'm playing a Dark Souls of platformers lol. Admittedly the controls feel a bit janky, and I personally believe it would be better fit for something like a controller. Additionally, there are instances (jumping on forks and knives) that feel a bit wrong, so to say. (I feel like I had to take a risk, or I was just manipulating the game). I think the game would benefit from a longer 'tutorial', or at least a flatter difficulty curve.
I still enjoyed the challenge, it took me ~13 minutes on my first run :). The game has a lot of potential to be a pretty solid title if you develop it more!
The gameplay shows good potential if you were to continue development on the game, and the art is cute. Here are a few things I would look into should you decide to continue:
- Direction indicators | I wasn't entirely sure where to go after I beat a wave, until I stumbled upon what seemed to be a ruler connecting the tables
- More obvious health / roll indicator | I was a little confused why the game kept resetting at first until I noticed my rolls were connected to my health. I think it would be good to at least mention somewhere that your roll count are also your health, and that damaging enemies replenish your health/rolls (sorry if I missed something)
Again, I believe this is a pretty decent game, and should it be developed more, it has the potential to be a really fun experience. The blueprint is there, now you just gotta get to it :)