Thanks for the feedback!
The reason I left the hook long is because I felt it might add some tension when the ball is off screen, wondering if you'll get that last minute save! I'll do some playtesting and see how different lengths feel.
UI is a big weakness for me, I'll experiment a bit with different layouts.
I like the idea of holding onto the orb temporarily for more control, the end goal is to create a range of abilities and create a small rogue-lite experience, so I'll be experimenting with different interactions for sure.
I've been toying with ideas for level geometry, thinking of adding some obstacles that your ball can only navigate when it reaches certain sizes, such as narrow passages onlysmaller balls fit, and maybe some death pits that it'll eventually be too large to fall down, or adding areas your ball can't reach so you have to risk abandoning it for a while to reach some incentive. Will have to see about balancing frustrations on that one though, lol.
WizardsBeardedHat
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The green cubes were a last minute addition, they're power-ups(health, instant reload, increased range, etc). In my post jam build I've added a little more visual distinction between them to make it more obvious! The physics of the sphere have also been altered since, I felt it was really sticky because it was bouncing off enemies as they died and bouncing off skulls as they were collected, so now it just rolls right through them and eliminates anything in it's path. I've also added lots of audio and visual feedback to abilities and other interactions like taking damage, so it's beginning to feel more alive!
I've done lots of work since publishing to the jam, I intend to release more updates after voting ends. So far I've added lots of audio and visual feedback when using abilities, collecting pickups/skulls, and taking damage. My plan is to have a rogue-lite experience with lots of progressions available to make abilities more powerful!
The ball getting caught was a bug I didn't catch on time, but has since been fixed in the post build. It was caused because I forgot to reset the balls rigid body dimensions following death, so the ball would never be able to get close enough to the player to "unhook". I think a lot of my issues with controls feeling off were due to the lack of visual and audio feedback, I've updated this a lot in the post build and also limited the balls physics slightly so when it's hooked it doesn't just bounce straight over your head and become launched anymore! :D
Thanks for the feedback! The right click to hook was intended to retrieve the ball, I ran out of time to add some other abilities though. But since the jam I've added a reticule to point in the direction of the ball if it wanders off screen! :D I hope to add some risk reward for leaving your ball behind in the future, you're unprotected but maybe you can grab some bonus where your ball can't reach!
Thanks for the feedback! The cursor should be hidden and a small circle near your player represents your aiming reticule, There may be a bug I need to look at if it's not disappearing! Since the jam I've added some particles and sound effects to demonstrate the blink a little more clearly. It was my first jam and I'm a solo dev, so I struggled with time management a little to get all the features as juicy as I'd have liked lol. 35 is a good score, especially with my crazy rushed difficulty scaling haha!
Sweet platformer, the first level I played was super hard so I reloaded the game lol. I really liked the mono behaviour level theme, super creative! Nice work on creating so much variation, but I felt the attack ability was really under developed and quite redundant, I'd recommend in the future spending more time developing those core mechanics instead of adding so much level variation, other than that, really refreshing take on the theme!
Nicely presented, the animations and audio feedback were really clean and snappy. It's a shame so many games this jam used a similar game loop, because I feel that if you had worked on something more unique it would have stood out from the crowd due to your skills in adding polish. Nice work regardless!
Cool concept, I really appreicate the creative take on dice. Nice change of pace, only critiques are it can get difficult because you have to be very accurate and the colours blend together easily, and the music might get obnoxious after a while so possibly toning it down a bit. Nice game! Great presentation.
Thank you! I definitely need to change the appearance of those glowing cubes if I continue to work on this after the jam, as they're only random power ups to refresh cooldowns or give extra health. They're not supposed to be important to the overall goal of collecting as many skulls as possible, just a last minute addition before submission!
Super polished experience, I got taken off guard when the mechanics switched up and I started getting clubbed with 2 abilities at a time. Really well done.
I don't really have any critical feedback as the game stands well as it is. The only thing I could suggest is adding some sort of progressive score counter to give some replay value
Very nice art work the aesthetic of the game was very appealing.
It was too easy to glitch into the walls of narrow passages and lock the camera.
Either the camera needs major work, for which I'd recommend updating the camera every frame.
Or If the late camera is part of the aesthetic, pathing needs to be improved instead.
This is an amazing proof of concept. You've taken a super unique hook and really polished it. The only negative I have is that there's not enough of it! more hazards, more consequence for incorrect colour matching, some progression or power ups and you've got a nice little game here! I hope you continue to develop this.