A browser game made in HTML5.
Cute stuff! I bet there's tons more you can do with the
idea. I've jotted down some notes while playing, some
of which are feedback, others random thoughts that hopefully inspire.
- As always with jam games, time constraints are gonna be an issue. I'm blown away by the sheer amount of content on display here.
- Unfortunately,
some elements definitely received the short end of the stick. Instead
of tackling the daunting slope physics with a rigidbody-based character
(a tough task to overcome in such a short timeframe) that turned out a bit suboptimally, refining the core game might have been more effective.
- As it
stands, the dimension shifting stone seems a little redundant, since you
have one already built into your kit. In a larger-scope version of this
game, I think it could have good value by means of non-player entities
being able to activate them and try to mess with you, but as it stands
that's not the case.
- Try to scope down a little and give
yourselves more time for polish. After completing all the stages I
didn't have enough gems to enter the final one, indicating that there
wasn't enough testing. Little things like keyboard-based menu navigation
and swapping out the gem counter Text-component with a
TextMeshPro-based one in the top left corner would also help the polish
of the game. A somber ambient track during gameplay and some more sounds would have also been cool to see... or hear!
- Giving power to the player is pretty difficult to
design around. Many games keep the player power level low for a while to
unlock a cool powerful ability later on that makes earlier areas
trivial. Perhaps locking the F-key away for the first half of the game would allow for more puzzly level design!