I agree with Kent about the controlls, if you are using unity, take a look on your animation transitions, maybe take off the transition time.
Also, need to take a look at physics, it maybe worth to try to change the constraints in the rigidbody.
Maybe make the moving platforms one sided colisions, because 2d moving platforms generally can be jumped to from downside, a lot of people with hit the head and fall for the spikes expecting that.. not me tho *blinks
Play game
Fairyweaver's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #28 | 3.606 | 3.606 |
Overall | #54 | 2.939 | 2.939 |
Use of the Limitation | #58 | 2.848 | 2.848 |
Concept | #68 | 3.000 | 3.000 |
Enjoyment | #82 | 2.303 | 2.303 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Arooj Basit : Programmer (https://aroojbasitmalik.wordpress.com/) , Prikolist Studios : Programmer (https://prikoliststudios.wixsite.com/romankabirov/копия-lava-crator) , Rickibalboa : Composer (https://soundcloud.com/ricardo-perez-34/sets/video-game-tracks) , lian : Artist (https://bearrib.itch.io/), Félix Caillaud : Designer (https://felixcaillaud.itch.io/) , Kite : Visual effects (https://kite-1.itch.io/)
Software used
Unity
Use of the limitation
Fairies are lights that guide our way
Cookies eaten
Way too many
Comments
I agree with Kent about the controlls, if you are using unity, take a look on your animation transitions, maybe take off the transition time.
Also, need to take a look at physics, it maybe worth to try to change the constraints in the rigidbody.
Maybe make the moving platforms one sided colisions, because 2d moving platforms generally can be jumped to from downside, a lot of people with hit the head and fall for the spikes expecting that.. not me tho *blinks
Cute art! I love the concept, and I do think that the game is pretty cohesive.
The biggest thing I don't like is the camera system, it's pretty disorienting (there's some good examples online of when to switch and move camera positions, such as a 2/3rds threshold. I also know GDC has some good videos of camerawork as well). I think there are some issues with the platforming. The control scheme is questionable due to the following,
- Lack of coyote time (causes some moments where you feel like you only have one jump)
- Easy to produce wall-sticking.
- If you try to jump/dash/shoot, the animations are buffered so that they don't happen immediately but are chained. This makes the platforming controls really unresponsive to immediate changes and reactions, which are pretty important to the feel of this kind of game.
I do appreciate the pause menu and sliders (the ambience slider is missing which is the loudest sound though). Other than the controls, I think the rest looks very polished.
I love the animation and art style! I feel bad about the bunnies though haha! The dash in this game feels very good for a fairy!
The game looks nice and the basics are there, but it lacks the minor things that make games feel good to play. I didn't notice any coyote time, double jump after not jumping does almost nothing, camera moves too fast after switching directions, the player sticks to the walls, the jump height is much much higher when pressed twice in quick succesion, the dialogue repeats after every death.
I hope my little bit more critical feedback can help you improve your future games.
The web build still crashes on the bossfight.
Out of curiosity, why was the game submitted by 6 people, but only 5 are listed?
The visuals of this game are insane. music as well, great job making this in such a short time.
A neat little game. The platforming was a little finicky, but I liked the sprite art.
Neat! The ambient music is very nice and the art is fantastic. I love the style choices you guys made and the little effect when completing the first level is cool.
If I may offer a suggestion - the camera being positioned such that you can't see the danger in some cases feels like it lead to a lot of 'cheap' deaths. At the start I couldn't see the spikes and couldn't see the platform I was jumping to which feels a little bad to fall into either a pit or where you're supposed to be going.
I'm not certain if it's intentional but pressing a left/right (a/d) direction and then W + Space at the same time shoots you up into the air which was a fun unexplained mechanic to play with.
This is a nice game with some good art. Crashed during the (first?) boss fight tho, so that’s as far as I got. What controller-button is the dash mapped to btw? I was able to move and jump and shoot with my controller, but couldn’t dash. Not that it was needed during the part of the game that I was able to see.
Is the wall-cling intentional? If so, i’d like to see an animation for it. If not, your collisions might need work.
In terms of level-design, there’s a lot of blind falls. Might want to consider something like what Sonic has where you can hold up/down to move the camera?
Fun platformer that makes a good use of the limitation! Was challenging but I enjoyed finding a way through
Fun platformer that makes a good use of the limitation! Was challenging but I enjoyed finding a way through
Very well made! I love the music and ambience. The controls are a bit tricky (I couldn't make it past the first level) but you can get used to them.
Fantastic visuals, the only issue is i couldn't get past the first level, i couldn't even make the first jump!
(That might just be a skill issue on my end, but still)
Great effort though!
Cool game! The character was a bit floaty which made it difficult to land on some of the platforms. I also didn't notice that I was losing health, I think some visual flare to show that I was getting damaged would have helped. Still really loved the presentation!
If you get the chance, I'd like to see what you think of my submission!
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