Play game
Quetzal's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound/Music | #7 | 4.000 | 4.000 |
Overall Fun | #11 | 3.750 | 3.750 |
Art | #15 | 4.000 | 4.000 |
UI | #25 | 3.375 | 3.375 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Just made my let’s play on your game as a regular player (so it’s without voice comments). I hope it will be useful for you to see how fresh players might start your game for the first time :) I’ll provide text comments later, probably after finishing the videos for the other projects :)
Great game! I enjoyed it so much! The controls feel great and that's the most important part for these kind of games in my opinion. Just a few things I could see improving:
-Sometimes I completely missed the spikes and just didn't see them and until I stepped on them (regular spikes, not the ones that come out when you touch them). It may be just me, since when I look at them they are pretty visible, they even hace that shining animation...
-I turned off the screenshake because I didn't enjoy it, it made it harder for me to see and play precisely. I'm not a big fan of screenshake and while I found this one particularly annoying, it may be just me hating on screenshake as usual.
-Rocks that allow you to shoot back bullets are a mechanic I don't like: the controls are a little awkward, it didn't feel very intuitive/didn't make a lot of sense thematically (¿after you hit explosive rocks you become glowy and now you can absorb a bullet and shoot it back to turn off laser beams?) and in this demo there's only one use for it (turning laser beams off) which isn't ideal, it's a lot better when you can use a mechanic in multiple distinct ways (I'm guessing this will be the case in the full game, but make sure it feels different).
-And the biggest thing: bigger picture level design was weird. I don't know if bigger picture is what I mean to say: most sections were fun and well designed, but the composition of sections that form a level felt pretty random. For example there were a couple easy sections that don't use the same mechanic (or a new one) after a harder section. Also at times you introduce a new mechanic but then don't use it immediately in the level coming after the introduction, that's unusual. Levels didn't feel like they had an overarching concept, idea or personality.
I'm focusing on the things I think could improve because that's what I find most useful, but I really enjoyed the game a lot and I'm looking forward to playing more of it. Good work, keep it up!
Thanks for the feedback! I really really value all the points you've made.
The "bigger picture level design" point specially. It's the first time it's come up but I'll see how I can relocate certain things to make the world feel more cohesive between areas!
Very nice game! Good art style and music, and really like the movement. Very celeste inspired
Very solid I think. Great tutorial in general as well. Most things are broken down for the player very smoothly and effectively.
There are also some unintuitive points that I fee don't have to be so unintuitive.
It also seems like the font for reading dialogue is very generic and I get the feeling it's a little out of place. I see in other areas there is a more unique font in the game. If you are having trouble securing fonts google has a lot of open source fonts.
Sound and music is also very chill and relaxing. I'm not sure that's what you are going for but if it is, I like it.
Really like the mechanic of being able to jump off spikes. I think it could be a very effective way of building tension and manufacturing a lot of "close call" moments.
Thanks for the detailed feedback! The grass/spikes visibility is something I will work on for sure! A lot of people have brought it up.
Very solid I think. Great tutorial in general as well. Most things are broken down for the player very smoothly and effectively.
There are also some unintuitive points that I fee don't have to be so unintuitive.
It also seems like the font for reading dialogue is very generic and I get the feeling it's a little out of place. I see in other areas there is a more unique font in the game. If you are having trouble securing fonts google has a lot of open source fonts.
Sound and music is also very chill and relaxing. I'm not sure that's what you are going for but if it is, I like it.
Really like the mechanic of being able to jump off spikes. I think it could be a very effective way of building tension and manufacturing a lot of "close call" moments.
Amazing demo and gameplay! Also pixel art FTW!