I would love to playtest ur game and I would love if u playtested my game.
post links here I guess
like this: https://superslop.itch.io/spin-to-wind
I would love to playtest ur game and I would love if u playtested my game.
post links here I guess
like this: https://superslop.itch.io/spin-to-wind
Iโll play your game and give my thoughts on it tomorrow when I have time. Thank you.
Here is the link to my game: https://quietkalliope.itch.io/the-perfect-pirouette
Thank you for the response. I already have a design for the UI in mind and some background music. I just need to implement them sometime this week. What were your thoughts on the story and the choices you made throughout it? Cause I feel like the story is kind of bland, but Iโm not sure how to fix.
I love alliteration this is a great title! I agree with all of RotationalJustice's points. Visuals and audio would help me feel immersed.
Sound effects: I recommend effects that communicate the emotion you wait your player to feel for that part of the story. Effects like risers to build tension before your performance (something classical like violin/strings would make sense with ballet) and crowd cheering/clapping for if/when you nail it ๐ซ๐
Visuals: Depends on what art style you're good with. I would like to see an intimidating MS character and then have the rest of the visuals mostly focus on faceless dance sets and a faceless audience if you wanna drive that practicing under this pressure can be a lonely experience.
Good luck ๐ !
I think the story has a solid shape. It's not hard to relate to the pressure to perform and it's nice and light which is good for a game jam where in my experience people will not want to try to keep track of a big cast of character or specific story points.
To me the characters are not the draw of a story like this, it's that you can put yourself in the main characters shoes (ballet slippers in this case๐ฉฐ) which is why nice, strategic audiovisuals amplify the plain text story to feel more real!
This is solid, and my only suggestions are pretty minimal.
I feel validated because the first 2 feedback points were my 2 greatest concerns (mouse & keyboard controls feel awkward and difficulty spikes)!
Control after bounce I had not thought about. I have played my game A LOT while making changes so I've gotten use to the isometric view and physics (they're fake physics). I expect most players will feel this, I'll brainstorm ways to try and mitigate this and hopefully still have cool Tokyo drift moments ๐ค๐ญ.
I will waste an inordinate amount of time looking for exactly the right CC0 ambient music or making something in Chrome music labs today.
Thank you for this thoughtful and constructive feedback! I will get to work right away ๐โโก๏ธ
Glad I could help. You're doing great!
Spin to wind is fun. Good enough for me to play every level. Perhaps level 15 should be the last one? It seems to be the hardest.
I think you've got it down already. The game is good. One of the few things I can imagine to step it up a notch would be to add some dynamic elements. Something that moves across the course to dodge? A lane of cars you have to slip between? Something bouncing around that can knock you out? A spinning something to knock you off course? As is though I think your game already does the whole "entertain for 5-10 minutes bit" though. Very well done. I had a good time with it.
You're right intuitively on a real wind-up toy you would just let go of the crank and it would fire off so I very likely need to make the launch button painfully clear with BIG UI element or make it release-to-launch
If you couldn't launch because you weren't reaching the minimum wind threshold then I need to make that a lot bigger and more obvious in the UI at least for the first time
Thank u!
kenney assets coming in clutch yet again ๐ค https://kenney.nl/assets
I played your game. I thought it was really nice and fun. I did run into this weird error on the first level: if you click off the screen after trying to spin the wheel, you can no longer spin it, and you have to reload the itch.io page to try again. It happened to me when I was spinning the wheel, and the power bar was behind the white line or in the center of the bar.
The game is very polished. My only advice maybe add some input tutorial. like i missd that you can control the card using A and D.
Please playtest my game. Any feedback is appreciated. https://rajahafify.itch.io/orbital
really clever concept!
Balancing risk and reward as you bob and weave and spin/orbit around the planets is creative.
This made me think maybe I should slap step-by-step interactive tutorials on all my games.
The last step was the only one that wasn't interactive, I thought that pressing g, u, x would do something. I understood once I rolled for my first upgrade, maybe you could roll an upgrade and have user start with one from Step 3.
I mean fuel is cool but how can I not spin 2 win? That's the name of the jam
Maybe controversial I want a bigger sound effect when I crash into a planet. Sound effects are satisfying, I like the warning beeps as you get close especially.
A maybe cheap improvement is letting players use keyboard keys or controller (controller support more work but keys should be ezpz), I also understand by you made it scroll wheel (spin is the them and you spin the scroll wheel) these could be additive like the plus and minus thrust buttons.
Good music ambience
Bug: I think I increased thrust too fast after upgrades or something and zoomed past the first planet being dragged into the underworlds by I don't know what celestial objects gravity
Thanks man, appreciate the feedback. Ill try experimenting with bigger boom sound. The advice on the upgrade seems cool, putting the level 1 upgrade at the start would be a teaching moment and also maybe make the run more random (like slay the spire relics).
Currently Up and Down button also works but yeah, we gamers need our WASD. Ill try to implement it in the next version. Thanks again for the feedback. I wish my game looks as polished as yours.
This game is really cool and it looks amazing. I only have a few suggestions. Maybe have a marker on the power bar indicating what the power was on your last attempt. And the last attempts path line thing should persist through a (R)eset, I think. Otherwise there isn't much I can say.
Feel free to playtest mine: https://bobameji.itch.io/space-swing all feedback is welcome, but this is my first time doing this sort of thing so be gentle.
I'm a sucker for a good ricochet
The first level(s) are gonna be too hard for most players (not me I'm a god gamer and had no problem whatsoever and definitely didn't fail the first level many times before accidentally winning)
Sometimes i shoot a ball and a planet eats it?
I did not realize you could make the ball controlled by a planet's orbit even though I read the tether text until after 3 levels (I am dum)
Tethering feels good. I think chaining tethering into ricochets and more tethering would be enough for a SATISFYING game loop
And thank u for the feedback! I will make the last attempts path line thing should persist through a (R)eset if I can figure it out before I forget it
Its a fun game. I played all the levels.
Some levels you can't see all the way to the end from the start, and there doesn't seem to be any way to preview the level, which feels a bit unfair when I have to decide how much to wind. You could let players pan, give them a minimap, or just tween the camera moving from the goal to the start to give an overview of the level.
Level 20 "The Long Way" was the hardest level by a huge margin. Much harder than the final level. Its difficulty felt a little out of place (or at least, like it should be the last level rather than the second last). I spent a lot of tries on it and eventually trying to wind the same amount with a mouse each time became tedious. It was fine on the other levels but the huge number of repeats and difficult steering got to me.
Please give my entry a try - https://william-ritson.itch.io/alchemy-isle