The story was very cool. I think the tone was good and even liked the short time limit, it contributed well to the desperation that I think you were trying to communicate. The only issue I had was that I wasn't able to find out what I was supposed to do. Idk if it was a bug, or just not exploring enough but I just ended up dying over and over with no real idea of what I needed to do to get to the end.
Sleepy
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I want to see you try to make a smaller game for the next jam, doing a small project and getting it done is a much better experience than starting a bigger project.
Scoping a project is hard, I still let my eyes get much bigger than my stomach for these jams, but what I have learned is that getting small stuff done gives you building blocks of code and concepts that you can re-use later.
I like the concept, and it leaves a lot of room for expansion, and exploration.
My suggestions would be
- Make smaller levels and use those levels to explore the abilities one at a time. Not only will this allow players to become more masterful with each ability, it will allow you to design puzzles which rely on the player knowing exactly how these things work.
- Make the effects more dramatic. I understand the way the breeze is intended to be used, but it feels underwhelming. Instead consider a golf club like effect where you can control the force that you apply. It again allows players to experiment with the ability in a more robust way.
I really think you should put another week of work into this if you have time and see where it goes, there's real potential here.
I enjoyed myself, but i think there's a bit to be desired in some places. There's something going on with the hitbox on the sword or the enemies I couldn't kill a single one. The spherical gravity though is really cool, I think with a bit more work and a bit more variety in weapons/enemies this could be pretty cool.
There are 8 people on our team and we'll all play and rate any game you want us to. So long as you rate ours too,
Check out Sealing of the First God our bullet hell which requires the player to use the spoken word to seal away ancient foes.