Wow, this was such a kind comment, thank you. Yeah, we absolutely were planning on doing color coded challenges and giving each pencil their own identity, but we ran out of time. Also, I was in charge of making the layout of the game and I must admit that I was too excited to showcase the assets that our artist made and what ended up happening is that I muddied the readability of the scene.
robinhoodk17
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Nice game! It had a good implementation and nice ambience sounds. If I may add a note, I had to focus a bit too much on aiming to be able to fully appreciate the entire experience, so maybe it would be nice to add some aim assist, making bigger hitboxes, or an autofire which allows for more efficient pixel erasure?
Thanks for the feedback! We deliberately always keep the WASD character on the left of the IJKL to help people keep track of which hand controls each character. If the movement was blocked that's because the character was trying to move to the other side of the characters. We added a subtle black bar between the characters to try and make this clear, but we have to work on our readability.
Wow, beautiful assets! Some great additions were enough UI and sound queues to allow the player to make informed decisions and adding rewards to RNG instead of punishments. The movement eventually grew on me, which turned out to be a bit excentric but in the end it added to the charm. One of my favorite entries this year.
Congratulations on submitting! I read somewhere that, on average, only 20% of jam contestants submit a game. That means that you're already on the top 20% of jammers. For a few notes: first person platforming is pretty difficult, so maybe next time give the player a hand. For example, your floating desks can be tilted, as you did here, but consider using normal boxes as their colliders to avoid players slipping. Also, if you have heard about coyote time, in 1st person platformers it's useful to be very lenient with it to the players. Finally, I was trying to see what happens if you fall off the map, and you just fall off forever. Maybe next time you could add a killbox on the bottom of the map, or at least a restart option to the pause menu. Otherwise, if that happens, I have to quit the game entirely.