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Comments
The variety of invisible platforms is awesome. You have some that moved in different directions, some that bounced you up into the air, some that dropped down when trodden on and many others that were stationary but placed in good positions and even some that were sloping. I particularly like that there are many different ways to reveal the invisible platforms. I think getting the drone to pick up the boxes is a really neat idea and dropping it on moving platforms is a good way of using the ability. To make this even better, the boxes could be bigger so they could be stood on easier and although not necessary for completing the game, I can imagine lots of interesting things with this ability for further levels. All in all, this is fantastic
I'll keep you posted when I make my YouTube video, which all being well should be tomorrow
Thank you for that feedback :)
Wish i had left more room for game and especially level design, felt half baked near the end so i ended up cutting up like5 extra levels that relied on the usage of dash, crouching, and one way platforms.
glad you enjoyed it, waiting for that video yeah.
It is a really nice game. I like the look of everything and it was fun discovering the platforms. The fading effect on the invisible platforms are good. Being able to drop something onto them is cool as well.
It is really cool having something following you that helps out. My only complaint which has nothing to do with your platforms is it feels unnecessary to have to switch between modes. In many rpg games it is simpler to do multiple things like attack, and explore and think you could take inspiration from them. The cursor could change automatically to attack when it is over a target, and perhaps if you hold the attack button down it could lock onto a target and keep shooting so you can move as well. Hope you like my idea. Am sure you have plenty more.
Great job! Best of luck.
Thank you for you nice words and feedback.
Your feedback is amazing, after i finished implementing the drone modes switch (which was a really nice idea at the beginning) is suddenly thought to myself... why? i could just attach when the cursor is hovering on an enemy?
it was too much of a change near the end so i just went with what i had :) changing it is a big fundamental change in the code + it would make the tutorials wrong and just a big mess.
Good idea for spotting this unneeded huge mechanic, "a true gamer, are u" (yoda voice) :D
When I made that suggestion I didn't think about how many changes would be required just to save the player from pressing a button lol. Also didnt consider how to go about locking onto moving enemies that you might include in later levels, so maybe it is best to keep things the same. It works fine and is awesome.
I was really surprised about this game the first time I played it, is really good, the art, color schema, and the mechanics are really nice.
At the beginning can be a bit overwhelming learn how to use the mechanics but the good part is that as soon as the game start you get used to them very fast. It would be good to introduce the mechanics in game instead of forcing the player to go through both tutorials at the beginning, that way the difficulty can increase and so the number of mechanics.
Hey :)
During the last game i created i experimented with an "interactive main menu", a menu where its not just click n play, i wanted the player to live through the menu.
I started doing the same here and then i experimented with a different kind of tutorials, i had so much fun making them that by the time i was done i suddenly noticed i had no time left LOL, had some RL issues that took about 2 weeks of the entire month, so i'm left with kinda good tutorials and semi good to meh level design :) it is what it is! game created within 2 weeks.
as long as you have fun during the process, learn and try something new that's outside your comfort zone - that's how you grow as a game developer. (and as a person, its a general statement - going outside your comfort zone and doing things u dont normally do = growth)
I use gamejams to get ideas for games, and i try something new each time :P
Thanks for your kind feedback, you are 100% correct that usually in gamejams the tutorials are either in the actual levels, or just written on the game page and thats it, due to lack of time.
A nice, polished puzzle-platformer. I definitely could see this being expanded into a full game with more levels and possibly more abilities for the drone and such. I also liked the artwork and all the particle effects in the game.
When I first read the description, I was worried about being overwhelmed about all the abilities of the drones, but the tutorial in the game does a good job drip-feeding all the different mechanics to the player. I appreciate that being implemented into a game like this.
There’s a good variety of different platforms in addition to the invisible platforms which helps add variety to the game. The controls and the drone mechanics felt polished.
I did notice some of the enemies’ projectiles would go through the player without hurting him. Most of the enemies do seem pretty easy to cheese as you can just shoot them from far away as they won’t attack you from a far distance.
Also, I wished the movement of the drone was a bit faster when it came to moving back and forth while scanning/grabbing things, but that might be a nitpicky thing.
Overall, I think this is a really solid platformer game with a good amount of mechanics. I could see this being expanded into a full release.
Thanks for submitting!
Thanks for taking the time and putting it into such a great feedback!
Projectiles going through the player, w00t! At no point am i disabling colliders thats weird!
More levels, easy enemies etc' - i always bite more than i can chew :) i had crazy ideas for enemies, encounters , levels and more. But when RL hits ya u have to "go with the flow" and make sure you have something to put out, its basically all under the state of prototyping lol
Im surprised to see u write about polish coz i almost did no polish at all, everything has the same particles and the sfx sux , i did turn on bloom but didnt really use it (nothing glowing :) ).
My biggest regrets are:
1. not being able to finish level 6 which was named "Friend or Foe - XL", a boss fight :)
2. Dialog system - i wrote some very nice lore behind what happened and every level.
Thanks again! Ill go over you game as well :)