I will give you serious feedback. Keeping good work~
SimonSnow
Creator of
Recent community posts
Whether I like it or not doesn't really matter. I think the biggest significance of GameJam is that participants can test their abilities through practice, and can also recognize their own shortcomings and room for improvement by playing other people's games and communicating with each other. These games in collection have many clever designs, and we can all learn from them, and then improve our design abilities together and do better in future game production.
Excellent indie game! A novel but realistic concept, great gameplay, and unique storytelling. I really like the way the dark range is used to indicate the player's health status. I think this game can be further developed and improved to become a commercial game.
I think the shortcoming is that the level design is not interesting enough. You can refer to the game Gris and the game Hue
One of my favorite games. I guess those afterimages are not real players, but a trick by the designer, but this trick is very beautiful, like the effect of Dark Souls.
I also like the design of the rotating screen, like a game released by a friend on Steam: Lonely Trip. She also used this mechanism to make a great puzzle.
In fact, I prefer games where players have equal information with the designers. Two small suggestions:
1. If the player falls for too long, and there is no platform below, consider reducing the height
2. Subsequent levels need to be unlocked after the previous level is cleared, so they can be displayed after the level is cleared
This is the kind of simple but not crude game that I like very much! The atmosphere is very peaceful and the levels are also very interesting! I knocked over the snail.
I think the existing problems are all details:
1. The health of the monsters can be set to 1 or 2 attacks, because your battle is not complicated, and high health is just repeated operations
2. Reduce the invincibility time after the player is injured
3. Small bug, when passing the level, the player can continue to attack
4. It is recommended that the bricks that can be broken can not only be used as obstacles, but you can also guide the players use them to make a ladder to jump to a high place by themselves. If all are broken, they can't reach it. This is generally used as a condition for opening a hidden road. Don't use this design to block the player's normal clearance path, but as a surprise.
The paragraph spacing is not adjusted properly. The last time I adjusted it was to make the text of the last event fully present.
The value is indeed a difficult problem. I set a random number range for each result. Maybe I should set a fixed value and then adjust it according to the difficulty curve.