cute graphics and a very good first effort. it definitely felt more like a traditional mario-style 'platform' game than an 'adventure' game, which means the most important thing of all is getting your movement and controls exactly right. the bunny seemed to drift a bit which made the platforming with the big boulder screen extra difficult.
another thing to learn is how to communicate where players can and can't go. a big opening on the right side of the screen communicates that i should be able to go to the next screen, but it was blocked off. large open space above a closed off space, makes me want to find a way to go there, but there was only one path. communicating the difference between falling in a hole you're supposed to fall in (at the beginning), and ones you're not (the scenes with the rocks) helps give players confidence in that they know what the next goal is. in game design these are called 'affordances', and it's something you learn with practice and paying attention to what other games do in these scenarios. many games do it so well and invisibly you have to pay extra close attention to notice the subtle ways they do this.
the story at the end of 'becoming' and 'you can't go back' is a very strong theme. your next step would be to see how you can express that more strongly in gameplay itself. a subtle way to do this would have the somewhat comforting light piano music to either go away or change as the rabbit went deeper into the cave.
congratulations on pulling something together and submitting it. best wishes on your journey into game-making.
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