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A jam submission

ForestView game page

Submitted by ac8736, Rikaero, caggy — 3 hours, 9 minutes before the deadline
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Forest's itch.io page

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Comments

Jam Host

What did this game do well?


(Actually the third game is Time Rewind, maybe the name is wrong?) Very nice art style (really cute and I love pixel art)/interesting mechanism and level design It’s another platformer and the tutorial is implemented in the same way as the first one. Using text in the background makes it very easy to follow and understand quickly, and gives players enough time to learn the controls. Also, since the game has a mechanic which players need to use boxes to pass the level, it’s very helpful that the developers included a retry button. I really liked how the main mechanic worked - it felt smooth and the way the switches moved once weight was placed on them felt polished. Interesting puzzle mechanics Elegant platform jump and puzzle game. The atmosphere and animations really fit quite well together and help to build a more relaxing environment which I believe is what the game was aiming for as a puzzle game. The first level/ tutorial is very well done and properly introduces the player to the point of the game, the possible actions, and is really clear and concise without just saying exactly what to do. The second level increases the difficulty and builds out the level at an appropriate pace with fun puzzles to solve. I loved the visuals of the game and the jump mechanism felt very smooth. I also felt the level 1 and level 2 interactions were very in sync. Level 2 felt like a good upgrade in difficulty using skills from level 1. The game was very interesting to play; Definitely had fun solving the puzzles. The graphics were engaging and nicely placed. The mechanism is well applied, the level is challenging Forest is a fun puzzle platformer type of game. You push boxes into a button and its fun to pick your brain with it.

What could this game have done better?


I think it will be better not setting the ‘shadow’ as an entity (sometimes it will obstruct the player, and being able to touch is not quite like a ‘shadow’) The tutorial hint text is a little bit hard to read because the size is too small. The platforming was a bit difficult to pull off. I thought it was a little too difficult to figure out where you were supposed to go in the second level and too easy to get into a situation where you had to restart in the second level. I think the game has a lot of potential The name of game can be better. More unique puzzle or interactive artifacts. I believe the player experience could definitely be adjusted a bit like being more forgiving with jumps to ensure a proper difficulty curve across levels. There could also be some type of indicator to see how blocks are picked up and placed since the game requires some precision and stacking.
I don’t have much, except that the game did feel a bit similar to other kinds of running games, like Canabolt, so maybe as a final project, more work could go into making it more innovative. I felt the second one was bit harder than the first level. Graphic for the tutorial level would enhance the experience. For example, like a note saying the user should put the box on the position. The game might need A little more game feel, the level is a bit hard for a new player solving it the first time, maybe need more heuristic in the level design Honestly, movement was a bit wonky (especially jumping) and I didn’t really enjoy the pickup mechanics too too much. I liked the incorporation of the falling platforms into the second puzzle, but it was hard to tell that it would fall in the first place. Overall, I enjoyed the tutorial quite well, and there was good expansion in the second level.

(2 edits)

The antepiece/tutorial is very well done, no complaints. The setpiece/second level is also very well done, no complaints. Lots of room for sequence breaking, definitely unintentional, very cool (I almost got to move a box above me off a floating platform without being able to reach it via carrying another box on my head and then jumping while moving sideways so that it’d push the box above me to the side and off the edge).

I think jump physics should be tweaked where you jump shorter if you release the jump button earlier. Also, I don’t understand why you would make E the carry key and not something on my right hand. I have two hands, I can use J or K or L or I or Enter or Semicolon or even the left mouse button as a carry key, I wouldn’t have made a big deal about this but a bunch of other games this week were also making the same mistake and I’m very confused why (it’s nothing personal, I’m just at my breaking point), but those are basically my only complaints. The levels were perfect for your design. Good job.

edit: whoops you can use the arrow keys to move, it didn’t say so in the tutorial so i didn’t try (my bad) i rescind my complains about this game being for people with only one hand