Got Feedback? Post it here! I'll personally respond to all items, I'd love to know how you think I could make DrillBit better! :)
An action puzzler that's easy to learn and hard to master! · By
I could't participate this year, but i figured my feedback was still welcome. So here we go! I Love the art style, the game looks so simple, yet so beautiful. Anyhow this is by far the hardest game I've played in a long time. I guess I need more time to see the "course" before I know what speed I'm supposed to send drill bit. Theme wise, this game is great. The one Button system works great. But somehow the game lacks some "fun" probably because of the difficulty. Keep up the good work! I'm sure the game is more fun if you're good at it. Which I'm not. :3
Wow! Thank you so much for taking the time to provide feedback here. I totally agree, DrillBit is REALLY difficult, the learning curve is possibly a little too steep really. What I'm wanting to do is have the speed + difficulty ramp up whilst playing, I have a few ideas for that, but this is as far as I can take DrillBit during the game jam. Afterward I'll hopefully have the time to continue development and I'm definitely going to take the learning curve into consideration. Again, thanks so much :)
The game has a great feel and lots of polish. Art is great (I love Pixelart) sound effects are on point too. For me the game is too difficult and I think many players will be put off by that. I also thought about inverting the controlls. If you tab once you slowly go to the other side but if you hold the button then you "charge up speed" and the longer you hold the faster you will dash to the other side. Overall top game though.
Thanks for taking the time to provide this feedback! Hugely appreciated. I completely agree the difficulty is a bit extreme, honestly I just ran out of time for balancing. I LOVE your idea about inverting the controls, that makes total sense and I think it would feel more intuitive. I can redesign the killer blocks to account for that change too, so there would still be difficulty, but I think improving user experience overall could make this game difficult AND fun, rather than just difficult and a bit fun as it is currently. Thanks again! :)
I couldn't stay alive for more than 10 seconds. It felt like I had absolutely no way of knowing how "fast" or what angle I would fall out based on how long the charge was. I had no idea if I was 20% charged or 80% charged. Instant death meant no way for me to correct.
I think there's real potential here though! I would suggest to add a mini-golf or pool style targeting line showing the vector your about to launch at. just that change would improve the game ten fold, IMO.
I hope that didn't sound too harsh, well done on a slick entry!
Not harsh at all, I really appreciate the feedback, I'm getting some great ideas in the comments here. You're totally right about the difficulty of course, unfortunately I ran out of time for a good run of balancing the overall game experience. I really love your vector idea as well, alongside the other comments about reversing the controls (tap is slow, hold is fast) I think I can make some real improvements here after the jam is finished judging. Thanks again Fearian :)