Hey that's no problem, thanks for trying it out anyway! Maybe I should adjust the learning curve
starkle
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This is a nice and cohesive game. I've played a few like it during this jam, but this still had its unique moments. I liked the level where you go back and forth on stone platforms, it was satisfying :) I agree with the others that the music could be improved. Try looking into high quality SoundFonts so the piano sounds more realistic and/or fitting. But that depends on what music software you're using. Good stuff!
The only things I would change are the controls and feedback for finishing a level. Right now there's too many buttons to keep track of, I bet the whole thing could fit on WASD + spacebar in fact. Also, levels end abruptly which isn't very satisfying.
Other than that, this game was a blast! Super interesting gameplay and presentation. Thanks for sharing!
This was fun and unique! The box and key swap didn't make much sense to me, but otherwise I had a blast!
I wonder if you could improve performance by building levels without making each square of floor/wall a separate object. That way there are less objects the computer has to worry about. That's just speculation though, I don't know how you designed the game. Good stuff!
Others have expressed difficulty with the hidden mouse, and I agree with them. I found myself moving the mouse out of the game window to briefly see precisely where it would be. I read people saying it may be just be user preference, but the way I see it, almost nobody would complain about seeing the mouse, but clearly some are complaining about the hidden mouse. Just speculation though.
Another thing I would adjust is to make the trail from the previous attempt persist to the current, so you have an idea of how to adjust from attempt to attempt.. This might even remove the need for a shown mouse too...
Enough of subjective criticism, though... this game is fantastic! By far the best I've seen in this jam so far, and is incredibly polished in all the important areas. Hard to believe a game this quality could be from the same jam as my entry XD
I agree with your note on the controls with the blocks. If I were to develop it from scratch again, I would use WASD for movement (the mouse movement is an artifact from an earlier prototype) and make the player snap to moving blocks (which makes sense, since he's grabbing on to them).
As for the music, I'm personally just happy that I wrote something at all! That being said, I initially wanted to write a song that felt more like a "sneaky ninja", but I was afraid of sounding like "stereotypical" Asian music, and I'm not a very experienced composer anyway. I guess a string quartet was just a familiar style that I could crank out on submission day.
I'll remember this feedback for my next jam. Thanks for the thoughtful comment!
Holy cow, this was awesome! I didn't have time to finish it, but I loved every second I played it! Awesome art, cute dialogue, and unique controls.
Speaking of controls, there is one thing I would change. I personally can't stand it when the arrow keys are used, but the up arrow is not jump. I understand that you needed the up button to be reserved to aim the grapple... perhaps you could use WASD for movement, then independently use the Arrow Keys to directionally activate the grapple?
Just a thought. Thanks for sharing this awesome game :)
Others have pointed out the controls already. What I would specifically change is the max speed. When you think about it, this is a precision-based platformer. Do I really need to be able to get across the room in less than one second? Additionally, the portal hitbox could use some really small adjustments to make it feel more fair. It is easy to clip into the portal on the rising platform, and the tips don't always send me to the other side.
That all being said, I still found myself wanting to finish the game! The visuals are good enough and clear (I like the squish/stretch of the main character!) You clearly focused on quality over quantity of content. Congrats! Hope to see you on the next one.
Just copying this comment from the project page:
Pretty fun! I enjoy a high-score based game every once in a while. I also thought the artwork was very charming!
At the same time, I found myself unsure about whether or not the tower was in the correct position. I bet if you toned down the wobble animation, it would be a little more clear. This may just be a side effect of the web export lag though.
Pretty fun! I enjoy a high-score based game every once in a while. I also thought the artwork was very charming!
At the same time, I found myself unsure about whether or not the tower was in the correct position. I bet if you toned down the wobble animation, it would be a little more clear. This may just be a side effect of the web export lag though.
Still a solid entry :)
I can't figure out how to beat the game... nonetheless, it was satisfying to experiment with it! I like how your whole input system is based on the two mouse buttons, with a progress-bar delay to prevent accidental input. The only things I would add would be
- A tutorial to show what the win/lose states look like
- Turn up that music! It sounds great, but I didn't notice it for a while, and the SFX make it tough to hear. (although the sound effects are otherwise satisfying as well!)
Really awesome for a first game, keep learning and improving! :)
My philosophy is to make a fun mechanic first, and then make fun levels that get as much fun out of it as possible. Happy to see that paid off! Also, even though the graphics were simple, I made sure to use a consistent color palette (from www.colormind.io), and I think it looks great as a result (at least better than my previous games!)
Those sound effects are actually placeholder, and I was thinking the same thing about harmonizing with the music! Funnily enough, any time I had to work on the game, my pet parakeets were being loud, so I couldn't record any sound design! LOL, maybe next time.
Interesting note about the first levels. I envisioned a brief story that would start off and conclude the game, but it ended up getting scrapped. But it involved the first level being laid out like a house with rooms, introducing the mechanic. I guess without that, it just looks like a messy first level. Even so, you're right that it's important to explain the win/lose states early.
Thanks for the awesome feedback! Also I'm glad you liked reading my game description. I'll be sure to try out your game too!
Glad you liked it! This "connect to the wall" concept went through many different iterations. If I were to adjust anything, I would use arrow keys/WASD to move instead (the mouse-movement was a design element from an early prototype). It's pretty good as-is though, and at least it works with touchscreen :)