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Feedback for My Puzzle Platformer Made in 72 Hours

A topic by Kyjor created Dec 22, 2021 Views: 327 Replies: 6
Viewing posts 1 to 4

Hey everyone. This is my first time posting here. This past weekend I participated in a game jam and created a small project. I'm pretty proud of the work I did because I developed the project solo ( along with using royalty free music ).  After a bit of positive feedback from fellow jammers and friends, I'd like to open it up to a broader audience. The reason being is that I think I am going to polish this project and publish it on steam for free. So I would like some honest opinions on it if anyone has time.  This will help me make any changes before publishing it eventually! Thanks!

Mr. F and the Wand of Multus!

(+1)

Hi,

This is a really creative and interesting idea. I enjoyed playing it and the boss battle at the end was quite creative. Good job!

I found the game to be very polished and I did not encounter any bugs or issues. The art style is very crisp and detailed and that adds to the polished feel of the game. The only thing that I would mention about the art style is the transparent doors that can be enabled/disabled with the switches. I think it would be good if you replaced them with a sprite or something that fits in with the scene rather than just a coloured rectangle but apart from that the art style is really good!

The puzzle mechanics have a lot of potential as you develop the game further and add more levels. Perhaps you could add clones with different properties such as clones that move in the opposite direction or clones that could be damaged just like the player. This would add more variety to the puzzle possibilities, and it would expand the gameplay.

Hope you find this useful, If you have any questions please ask!

(+1)

First of all, thank you for playing! Second, thanks for the good feedback! I will definitely take that into consideration as I decide the direction on the project. I appreciate it!

The game concept is interesting, and it is executed well. Good job!

  • The background music goes well with the game.
  • The simple story provides motivation for the game. I liked the boss. He is quirky and adds life to the game.
  • The lever mechanic is introduced in an intuitive manner by having only a lever and a barrier ahead of the player.
  • The levels are crafted well.
  • There seems to be scope to expand the game by adding more levels and mechanics.
  • There is a reset functionality. However, it might be preferable to design the level so that the player can’t get stuck. He either dies, or if he is alive, can reach the goal. This is only my opinion, so feel free to differ.
  • The game is fun overall!

Thanks for taking the time to play and giving some great feedback!

At the moment I am working on an update that polishes up the current version in order to submit for Indiepocalypse. It's going to add a couple more levels and some improved art and animations. 

As for the reset functionality, I think it's something I'm probably going to keep considering this is a puzzle game. If not, then I think the complexity of future levels would be hampered as I'd have to design an easier, more straightforward solution.  But that remains to be seen. I'm  still trying to figure out how much I'd like to expand the game so nothing is set in stone. 

Anyway, thank you again! I appreciate you taking the time to play!

Played through to the end, really fun and well made!

  • Yep, the boss dialogue and his battle are definitely the highlight! Really funny and engaging.
  • I liked the reset functionality that counts my resets (took me 13 to finish). Fun way of keeping track of progress / fails.
  • Took me a minute on the first screen to figure out I need to press E to advance the dialogue. Maybe that instruction is given somewhere but I missed it. Think it would be nice for space to also advance the dialogue, and have a little graphic of a space/E key in the dialogue corner to let players know what to do.
  • There was a big jump in difficulty from level 1 -> 2. Understandable for a short game jam game, for a longer game I would like the difficulty to ramp up more slowly over a larger set of levels.
  • When jumping while running against a wall, the player doesn't jump as high as when standing a couple pixels back. I assume due to physics friction or something? Would have liked my player to jump equally high when running against a wall.
  • The barriers have been mentioned already, but me too I thought they would benefit from a pixel graphic that looks impassable (not translucent).

Thank you for playing and leaving some feedback! 

I am actually working on an updated version at the moment. Every criticism you mentioned has been/will be corrected tin the update. I watched a few people play my game, and those were all points that caused friction/confusion when playing.  I'll update this post when that version is uploaded. If you have time then, I'd appreciate if you could play again :)

Again, thanks for playing!