hi thanks for your honest feedback it really does help me to improve my games, I do wish I play tested this a bit more before submitting, it could have been exciting to accidentally make a bad move where you can't win but hope for a draw like when betting on both red and black playing roulette.
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Thank you for your honest feedback it is very muchly appreciated. I wish I play tested it a bit more, i do agree about the idea of pressing a button to play another short game, it should have been more automated. I think if I had a chance to remake this I would allow the player to set how many wins they must reach before the computer eg first to win three, or first to win so many in a row
Hi thanks for your feedback, that is exactly where I got the idea from. Id say RPS and variants of it are just fun quick games to help people make a decision more than anything and will always be more fun against actual people where the result matters.
Ive always wanted to make a game that people will want to play endlessly, but I saw this as an opportunity to make a simple AI that could make good decisions.
This game looks amazing! I especially love the cutscene—it really add to the experience. The controls feel great, and I had a lot of fun with the gliding and the turning into a statue mechanic, especially when you can bounce off things. It’s a clever and enjoyable feature!
However, I’m currently stuck on the dragonfly. I initially thought I could simply glide to it and jump but it seems out of reach a lot of the time when i try. After some trial and error, I figured out that turning into a statue on top of it could help me use it as a platform, but it took me a while to realize that. I had to go back and redo parts, which was a bit frustrating.
It might help if the dragonfly was introduced earlier in the game, without the lava, so players could get used to the idea of interacting with it as a platform. Overall, though, the game is designed really well, and I just wish I was better at it! Keep up the great work!
I had a fantastic time playing this game! The decision-making aspect with upgrades is both challenging and fun, and it really keeps you engaged as you weigh your options carefully. The sounds are spot-on and help immerse you in the experience, adding a lot to the overall atmosphere. It's clear that a lot of thought and effort went into designing the mechanics and balancing the game.
Great job on creating such a thoughtful and enjoyable experience! Keep up the excellent work, and I’m excited to see what you create next!
I had a great time playing this game! The concept of managing limited moves, jumps, and lives adds a really fun strategic layer, making every decision feel important. It's clear a lot of thought went into balancing resources, and it keeps the game engaging. The visuals and mechanics are solid, and the challenge feels just right.
One area that could really elevate the experience is the addition of audio. Music and sound effects could add a lot of atmosphere, making the gameplay feel more immersive and exciting. Since you've done a great job with the mechanics, adding sound would take it to the next level.
Overall, fantastic work! The gameplay is compelling, and I can tell a lot of effort went into it. Keep up the amazing work, and consider experimenting with sound—I can help with that, it can make a huge difference!
Great job on creating your game in Scratch! It has been a while since I used it, and is more for learning to create games more than anything. It's awesome to see you experimenting with new ideas. The mechanic of pressing a button to reveal doors is a unique twist, though the game could feel more like a maze if there were multiple paths to choose from or hidden areas to explore. Perhaps you could add more levels with different layouts, obstacles, or enemies to make it more challenging. You could also introduce a time limit or a scoring system to increase excitement.
Keep up the great work and keep experimenting with new mechanics—every idea is a good idea! With time and practice, you'll continue to improve and create even more fun games. Keep it up!
Hi thanks for your feedback Im glad you had some fun playing, I would love to learn how to make it an online multiplayer because that would definitely make it more fun.
I didn't realize the up button could do that, did you play it on Fullscreen?
You are supposed to get disqualified if you use matching two hands eg (a +left) = rock, (w + up) = paper, (d + right) = scissors. This is because you cannot win using such a bad method (and because I ran out of events with the free edition of construct 3) so I combined it with a reset button. In squid game players would be disqualified if they dont retract a hand in time.
That is exactly where I got the idea from, I love squid game. The second one seemed a bit short though think this version must be popular in Korea. I know it's a game that is easy to play in real life but i wanted to see if I could make and it seemed to fit the theme perfectly without the gore you'd expect from squid game
It's a beautifully crafted game. I like all the thought that has gone into each level, the enemies certainty do get more challenging despite all the extra abilities you get . I managed to reach the butterfly stage on my first try, which felt rewarding, and I was hooked from the start. And the music—is a masterpiece.
good game, i don't really feel in full control of where i am going though and collect things by luck a lot of the time but i guess that is part of the fun, love the way the spider jumps and slides, and the animations are good, especially its head which bobs up and down while idle lol. I would say gameplay could be improved by adding an extra button for the movement but i understand that is not allowed for this jam. Also when the time runs out it instantly restarts, think it would be nicer if the screen changed to give you a break to beat your last score
I'm glad you like the idea. And thanks for the suggestion. I know exactly how to make it work with any button, don't know why i didn't think of that. It can be played with touch screen too but think the mouse is better due to your finger getting in the way. Do i need a source? Im pretty sure i read the games just need to play on the browser. If so i can easily recreate this one and make some improvements, was only 10 events i think. I thought that because multiple games are allowed and because it is not necessary to follow the theme and also because it is not ranked it would be okay to submit a couple old ones too. Theres a game called 'bug squash' which i submitted and created recently just for this jam.
Congratulations Bardon, you are the JUDGE 2 CHAMPION of Dev Duel 2024.
Thank you for participating in the Dev Duel 2024 game jam. It's impressive that you managed to create your game in a matter of hours, and I love that it was inspired by a classic from the 80s. Your submission came in early, and as the only participant, you certainly stood out!
Congratulations again, I hope you had fun creating Twin Dragons, and learnt some things in the process.
We are now waiting for the host DaveyP to make his comments.
Here is my review :
Twin Dragons : Dev Duel 2024 Game Review by PlayFlashGames
Creativity : 5/10
The concept behind Twin dragons is quite intriguing. I very much like the idea of controlling one dragon (green) while the other (red) follows. It offers a unique dynamic that could have if polished set this game apart from typical platformers.
At its core, the game follows a simple and traditional side scrolling platformer formula where progress is made by moving further to the right. This linear gameplay isn’t a bad thing but it does limit the game’s potential for creativity.
One area in this category where the game shines is the animation of the enemies. Their movement is fluid and fun to watch – for example there are mushrooms which bob up and down and starfish which spin. This attention to detail makes them feel alive and adds a sense of character to an otherwise simple game world.
Unfortunately the poor variety of enemy and platforms makes the game feel repetitive. I would have liked each level to introduce new concepts and mechanics to keep things fresh, for example later enemies could have fired projectiles, or moved in a different pattern. More than anything I would have liked to see the second dragon have a unique ability or vulnerability.
Fun Factor : 4/10
If you, the player, have to carefully avoid spikes, it’s aggravating to see enemies bypass them effortless. Challenges feel more frustrating due to the controls rather than the difficulty. Some noticeable issues such as the presence of gaps between platforms not behaving as you’d expect breaks immersion.
The abruptly teleporting red dragon makes it difficult to make precise movements in order to destroy enemies or to avoid spikes located on the floor only. A smoother follow mechanic or more synchronization between the dragons would have made the game more fun and rewarding.
The coins were a welcome sight. Their spinning animation immediately signalled that they were a collectible. Curiously, each coin has a “1” written on it, which feels misleading considering the actual value of points they provide is 25. I’m not sure what the incentive is for collecting these coins beyond simple completionism. However I think they could have been positioned to encourage players to take a more challenging route and produce a rewarding chime whenever you overlap them with either of the dragons.
That said, there are some enjoyable aspects. The ability to control the height of your jumps gives the player a great deal of control, more actually than most platforming games and certainly is a fun part of the game.
For me, the biggest let down was when it came to delivering on its narrative promises. Players are introduced to the concept of shattered crystals, which supposedly keep the land in harmony. This set the stage for what you’d expect to be a major part of the gameplay – collecting these crystals to restore balance. This left a gaping hole in both the story and my expectation. After progressing through the levels, defeating enemies, and overcoming obstacles, I was simply greeted with a generic “you won” message which does little to acknowledge the player’s journey.
Visuals : 7/10
The game’s visual design is one of its stronger points. The title image is striking and grabs attention with two large blue dragons dominating the screen, though these dragons should be the same colours as seen in gameplay to maintain consistency and to tell them apart. The title screen could also benefit from some subtle animation – perhaps Ember and Frost could glow or change colour to add depth and movement to what is otherwise a static image. On the next page there is a large chunk of text which could have flowed from the top of the screen to encourage players to read it. Like the first page, there could be instructions to skip and start the game.
Once in-game, the visual aesthetic holds up pretty well. The dragons are clearly designed with great running animations, and the environments are colourful and appealing against the dark background. Keeping the dragons bound completely within the screen space would maintain a more polished feel. There is an issue with the coin animation. Instead of spinning fluidly, the animation of the coins resets halfway through its cycle. A full, smooth spin would look much better.
Audio : 8/10
The audio is a standout feature in Twin dragons. From the moment the game starts, you are greeted with a catchy, engaging tune that fits perfectly with the game’s style. The music is looped well, meaning it doesn’t become tiresome even after extended play. But as mentioned before, the game does lack other satisfying sounds such as when collecting coins or destroying enemies.
Overall Score : 6/10
Twin Dragons is a game with a lot of potential but it stumbles in a few key areas that affect its overall polish. The concept of controlling two dragons is nice but the way one dragon teleports behind creates some confusion and doesn’t add anything to the gameplay. The visuals are quite appealing and the music is excellent. The fun factor is the area that most needs improvement.
Tightening up the controls and refining the second dragon’s behaviour would significantly improve the player’s experience. It’s disappointing that there isn’t more interactivity between the dragons when it comes to collecting coins or achieving goals together, or a proper ending. But overall, I can say that Twin Dragons is a solid entry that shows promise, and with a bit more polish, could evolve into a much more enjoyable game.
Twin Dragons : Dev Duel 2024 Game Review by PlayFlashGames
Creativity : 5/10
The concept behind Twin dragons is quite intriguing. I very much like the idea of controlling one dragon (green) while the other (red) follows. It offers a unique dynamic that could have if polished set this game apart from typical platformers.
At its core, the game follows a simple and traditional side scrolling platformer formula where progress is made by moving further to the right. This linear gameplay isn’t a bad thing but it does limit the game’s potential for creativity.
One area in this category where the game shines is the animation of the enemies. Their movement is fluid and fun to watch – for example there are mushrooms which bob up and down and starfish which spin. This attention to detail makes them feel alive and adds a sense of character to an otherwise simple game world.
Unfortunately the poor variety of enemy and platforms makes the game feel repetitive. I would have liked each level to introduce new concepts and mechanics to keep things fresh, for example later enemies could have fired projectiles, or moved in a different pattern. More than anything I would have liked to see the second dragon have a unique ability or vulnerability.
Fun Factor : 4/10
If you, the player, have to carefully avoid spikes, it’s aggravating to see enemies bypass them effortless. Challenges feel more frustrating due to the controls rather than the difficulty. Some noticeable issues such as the presence of gaps between platforms not behaving as you’d expect breaks immersion.
The abruptly teleporting red dragon makes it difficult to make precise movements in order to destroy enemies or to avoid spikes located on the floor only. A smoother follow mechanic or more synchronization between the dragons would have made the game more fun and rewarding.
The coins were a welcome sight. Their spinning animation immediately signalled that they were a collectible. Curiously, each coin has a “1” written on it, which feels misleading considering the actual value of points they provide is 25. I’m not sure what the incentive is for collecting these coins beyond simple completionism. However I think they could have been positioned to encourage players to take a more challenging route and produce a rewarding chime whenever you overlap them with either of the dragons.
That said, there are some enjoyable aspects. The ability to control the height of your jumps gives the player a great deal of control, more actually than most platforming games and certainly is a fun part of the game.
For me, the biggest let down was when it came to delivering on its narrative promises. Players are introduced to the concept of shattered crystals, which supposedly keep the land in harmony. This set the stage for what you’d expect to be a major part of the gameplay – collecting these crystals to restore balance. This left a gaping hole in both the story and my expectation. After progressing through the levels, defeating enemies, and overcoming obstacles, I was simply greeted with a generic “you won” message which does little to acknowledge the player’s journey.
Visuals : 7/10
The game’s visual design is one of its stronger points. The title image is striking and grabs attention with two large blue dragons dominating the screen, though these dragons should be the same colours as seen in gameplay to maintain consistency and to tell them apart. The title screen could also benefit from some subtle animation – perhaps Ember and Frost could glow or change colour to add depth and movement to what is otherwise a static image. On the next page there is a large chunk of text which could have flowed from the top of the screen to encourage players to read it. Like the first page, there could be instructions to skip and start the game.
Once in-game, the visual aesthetic holds up pretty well. The dragons are clearly designed with great running animations, and the environments are colourful and appealing against the dark background. Keeping the dragons bound completely within the screen space would maintain a more polished feel. There is an issue with the coin animation. Instead of spinning fluidly, the animation of the coins resets halfway through its cycle. A full, smooth spin would look much better.
Audio : 8/10
The audio is a standout feature in Twin dragons. From the moment the game starts, you are greeted with a catchy, engaging tune that fits perfectly with the game’s style. The music is looped well, meaning it doesn’t become tiresome even after extended play. But as mentioned before, the game does lack other satisfying sounds such as when collecting coins or destroying enemies.
Overall Score : 6/10
Twin Dragons is a game with a lot of potential but it stumbles in a few key areas that affect its overall polish. The concept of controlling two dragons is nice but the way one dragon teleports behind creates some confusion and doesn’t add anything to the gameplay. The visuals are quite appealing and the music is excellent. The fun factor is the area that most needs improvement.
Tightening up the controls and refining the second dragon’s behaviour would significantly improve the player’s experience. It’s disappointing that there isn’t more interactivity between the dragons when it comes to collecting coins or achieving goals together, or a proper ending. But overall, I can say that Twin Dragons is a solid entry that shows promise, and with a bit more polish, could evolve into a much more enjoyable game.
Twin Dragons : Dev Duel 2024 Game Review by PlayFlashGames
Creativity : 5/10
The concept behind Twin dragons is quite intriguing. I very much like the idea of controlling one dragon (green) while the other (red) follows. It offers a unique dynamic that could have if polished set this game apart from typical platformers.
At its core, the game follows a simple and traditional side scrolling platformer formula where progress is made by moving further to the right. This linear gameplay isn’t a bad thing but it does limit the game’s potential for creativity.
One area in this category where the game shines is the animation of the enemies. Their movement is fluid and fun to watch – for example there are mushrooms which bob up and down and starfish which spin. This attention to detail makes them feel alive and adds a sense of character to an otherwise simple game world.
Unfortunately the poor variety of enemy and platforms makes the game feel repetitive. I would have liked each level to introduce new concepts and mechanics to keep things fresh, for example later enemies could have fired projectiles, or moved in a different pattern. More than anything I would have liked to see the second dragon have a unique ability or vulnerability.
Fun Factor : 4/10
If you, the player, have to carefully avoid spikes, it’s aggravating to see enemies bypass them effortless. Challenges feel more frustrating due to the controls rather than the difficulty. Some noticeable issues such as the presence of gaps between platforms not behaving as you’d expect breaks immersion.
The abruptly teleporting red dragon makes it difficult to make precise movements in order to destroy enemies or to avoid spikes located on the floor only. A smoother follow mechanic or more synchronization between the dragons would have made the game more fun and rewarding.
The coins were a welcome sight. Their spinning animation immediately signalled that they were a collectible. Curiously, each coin has a “1” written on it, which feels misleading considering the actual value of points they provide is 25. I’m not sure what the incentive is for collecting these coins beyond simple completionism. However I think they could have been positioned to encourage players to take a more challenging route and produce a rewarding chime whenever you overlap them with either of the dragons.
That said, there are some enjoyable aspects. The ability to control the height of your jumps gives the player a great deal of control, more actually than most platforming games and certainly is a fun part of the game.
For me, the biggest let down was when it came to delivering on its narrative promises. Players are introduced to the concept of shattered crystals, which supposedly keep the land in harmony. This set the stage for what you’d expect to be a major part of the gameplay – collecting these crystals to restore balance. This left a gaping hole in both the story and my expectation. After progressing through the levels, defeating enemies, and overcoming obstacles, I was simply greeted with a generic “you won” message which does little to acknowledge the player’s journey.
Visuals : 7/10
The game’s visual design is one of its stronger points. The title image is striking and grabs attention with two large blue dragons dominating the screen, though these dragons should be the same colours as seen in gameplay to maintain consistency and to tell them apart. The title screen could also benefit from some subtle animation – perhaps Ember and Frost could glow or change colour to add depth and movement to what is otherwise a static image. On the next page there is a large chunk of text which could have flowed from the top of the screen to encourage players to read it. Like the first page, there could be instructions to skip and start the game.
Once in-game, the visual aesthetic holds up pretty well. The dragons are clearly designed with great running animations, and the environments are colourful and appealing against the dark background. Keeping the dragons bound completely within the screen space would maintain a more polished feel. There is an issue with the coin animation. Instead of spinning fluidly, the animation of the coins resets halfway through its cycle. A full, smooth spin would look much better.
Audio : 8/10
The audio is a standout feature in Twin dragons. From the moment the game starts, you are greeted with a catchy, engaging tune that fits perfectly with the game’s style. The music is looped well, meaning it doesn’t become tiresome even after extended play. But as mentioned before, the game does lack other satisfying sounds such as when collecting coins or destroying enemies.
Overall Score : 6/10
Twin Dragons is a game with a lot of potential but it stumbles in a few key areas that affect its overall polish. The concept of controlling two dragons is nice but the way one dragon teleports behind creates some confusion and doesn’t add anything to the gameplay. The visuals are quite appealing and the music is excellent. The fun factor is the area that most needs improvement.
Tightening up the controls and refining the second dragon’s behaviour would significantly improve the player’s experience. It’s disappointing that there isn’t more interactivity between the dragons when it comes to collecting coins or achieving goals together, or a proper ending. But overall, I can say that Twin Dragons is a solid entry that shows promise, and with a bit more polish, could evolve into a much more enjoyable game.
In the game, the act of collecting coins represents raising funds for research into rare diseases. I'm sure it does say this in the start menu but perhaps it could be clearer possibly when the game is over. I considered setting a quantity of coins to reach to cure specific diseases. However, I ultimately decided against it because I was concerned that it might inadvertently imply something inaccurate so kept it the way it is.
I really like your idea about toggling, I'm not sure why I didn't think about that because normally games do make player two press a button to join in. In a future update or if I make the sequel I will make it so player two can join and if any player has not moved / is in the starting animation they will be invincible so then you can aim to beat your last score and not just your best.
The balloon that follows you will light up the platforms, when you stand on a platform and see another platform at the same height hold z to highlight it and press x to teleport, this will be necessary when you reach the bottom where you will need to stand on the platform and teleport to the right. If the balloon ever gets too close it will pop but don't worry it will come back. Hopefully that helps you to find the other cats and complete my short game.