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Ryanocerou5

35
Posts
A member registered May 30, 2021 · View creator page →

Creator of

Recent community posts

No worries! Thanks for taking the feedback so well. I did genuinely like the challenge your game imposed, I'd love to see you pursue challenging games in future because you definitely have an audience who'd love to play (me included)...

If you're looking for reasons why people may not have completed your game, it's important to understand the circumstances. In general, it's a game jam and people plan on playing a bunch of games, so unless the challenge your game poses is compelling enough to inspire the player, they may play it to get a taste, and even if they don't finish it, still give it a rating from their experience of it. I've played through your game, I also didn't complete it, and there was a couple gameplay things that got in the way of that. The collision on the different boxes wasn't exactly reflective of where the edge of the platform was, so I kept pressing jump and calling through the corner of the platform, which was frustrating. There was sometimes slight input delay, which also meant missing jumps. The screen scroll mechanic is good for a game like jump king if you intend the player to use trial and error to find the right path over an extended period of time, but you having built the levels already know the path. I spent a good while just trying to figure out how to get up onto the second screen, the jump to land on top of the first block at the bottom of the second screen was already quite the challenge to figure out, and once I knew, the execution wasn't that easy. I don't think your game is flawed necessarily in these aspects, it's simply reflective of the games you took as inspiration. But for the bounds of the challenge, trying to create a speedrunnable game, while the end result might be speedrunnable, if you make the process of learning it tedious and difficult, people aren't going to stick around long enough to learn the speedrun. If you're looking for some tips to improve, I'd recommend the following:

  • Increasing the size of the collision boxes for the platforms, they should be forgiving and let the player use the whole extent of the asset
  • Introduce coyote time, a brief 0.1 sec window or less where the player can still jump once they've left the platform
  • Easing into the challenge a bit more, having the first challenge only consist of disappearing blocks makes the first screen too punishing to be learning the controls
  • Have some visual indicators of the intended path for the player, that way even a player who's stuck can figure it out

Hope this helped, and please don't take any of it personally, the game you made is really good on its own, it just lacks some of the minor details that adhere to the specifics of this game jam theme.

Creative and fun concept, the slime was a little too fast and slippery to make the movement satisfying, ended up in a lot of deaths that weren't due to player error. 

Art was cool, the music was fitting. I was a little lost to begin with, and there wasn't much of a learning curve so it was hard to progress.

Art was cool, the music was fitting. I was a little lost to begin with, and there wasn't much of a learning curve so it was hard to progress.

The SFX were too forward for the rest of the mix. The game was kinda fun, wish there was more exploring of joining together platforms.

Pretty impossible frame rate and the camera was SUPER sensitive. Didn't end up finishing, but I liked the art style.

Really awesome game, I was hooked! The music was subtle, thought maybe it could do with some variety, but the writing and the characters and the mechanics were REALLY solid.

Really fun and satisfying movement, I absolutely loved it. The minimalistic presentation was pretty fitting. The rectangular platforms were a little tough to stand on but not enough to do the game any harm. Great job!

Tractor beam was a little too weak, you had to be pretty close to the PLOW to move it towards anything. 

Tractor beam was a little too weak, you had to be pretty close to the PLOW to move it towards anything. 

The double jump was OP haha. Still kinda cute game, would be fun if polished.

The double jump was OP haha. Still kinda cute game, would be fun if polished.

Very challenging but rewarding puzzle game. Cute presentation and very well designed puzzles.

Very challenging but rewarding puzzle game. Cute presentation and very well designed puzzles.

Missing a lot but could be fun.

SUCH a creative concept and super well executed. The levels were well designed and the pieces' movement opportunities made for an amazing game. Fantastic job!

Fun idea, clever link to the jam concept. Would change moving to WASD if you're using mouse controls.

Cute idea.

Game looks really cute. Clever use of different platforms to make shadows. Very easy to die, and the movement felt a bit clunky and a little too precise. 

Game looks really cute. Clever use of different platforms to make shadows. Very easy to die, and the movement felt a bit clunky and a little too precise. 

Cute idea, would love to see a bigger level. The parallax background was way too strong, hurt my eyes.

Cute idea, would love to see a bigger level. The parallax background was way too strong, hurt my eyes.

Fun to play around with, physics related games are always fun. The enemy types were fun, I think I'm still yet to hit a red enemy. Perhaps some ramping in difficulty would be helpful, introducing the enemy types one by one and learning to strategise would be fun.

Just asteroids with a second ship, the way the ship just stopped when you stopped made it very easy, and there was no goal so it got boring very quickly. The opening cutscene was kinda fun though.

Such a simple but awesome game, bit of a brain teaser controlling both boxes at the same time, and thought it was an awesome touch that both boxes had to arrive at the same time. The music was really pretty too. Awesome game.

Last level was TOUGH but the whole thing was very fun. 

Sounds like an ambitious game concept for 48 hours. I'd love to see this developed though, or as a tabletop game could be fun.

Very fun to play around with, reminded me a lot of Four-Sided Fantasy, you should check that out if you haven't already. Good level design too, although you could reduce the cooldown time between switching a little, i found myself waiting a lot just to jump again. But still very fun.

Cute game, I liked the simplicity. The sounds were a little forward and overbearing, nearly gave me a heart attack killing a spider against the quiet music. Increasing the hitbox of the circles or auto-completing the line when it makes contact with another dot might make it easier and not require precise mouse control so the player can focus more on the strategy. Overall fun and cute game.

The thing that made it for me was that the snake could move in two halves. Didn't quite know how close I had to be to be in range, and the attacks seemed to happen at random, but it was still controllable and fun. Great Job.

The thing that made it for me was that the snake could move in two halves. Didn't quite know how close I had to be to be in range, and the attacks seemed to happen at random, but it was still controllable and fun. Great Job.

Glad you enjoyed the soundtrack! (link to full track plus extra bits on the main page in case you haven’t already seen :). It was a very non-stop 48 hours but, as a musician working with an amazing partner on the soundtrack, I’d describe it as a fun challenge. 

Glad you enjoyed it! There was a couple issues in getting the whole sound to play on the right side of the screen and a couple other musical mishaps but overall very happy with the outcome.