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(+3)

It's a beautiful game very original and impressive art style :) I like the music, too - very nice to see that you had your own composer as well! A bit strange how it fades in and out with changing the scenes tho ^^

I am not a big fan of the gameplay, it feels very slow and the pacing is a bit off - it doesn't feel as rewarding as it could, which is a bummer since the environments are so nice. I want to experience the story but the game wants to challenge me with some very narrowly balanced platforming - fells like you are right in the middle of the two sides and the hybrid did not quite work (for me!!).

The flying also has this problem in my opinion. I think a more generous (no pun intended xD) flying would have been nice - right now it breaks with the rest. The duration is so short and the controls are not snappy enough for the duration :(

I was also a bit hung up on the early level design - especially the first door haha did I miss the interact prompt or is there none that tells you tu use "Z" - that is the danger zone of losing players in the first minute if they did not read through the controls on your page.

Its a very cool package and a jam game! I am sure you have learned a lot and hope to see more of what your team will be making in the future! Keep it up mates - gonna go pet my cat now :)

(+1)

Wow, thank you so much for the detailed response!

Glad you liked the visuals, but I agree the platforming could have been balanced better. Level design is one of my weaker skills, so it’s something I’d like to go back and refine. We wanted our game to start off slow and then (in a theoretical post demo) build more tension as the story unravels, but we could have probably paced the story a little better so the transition is a bit smoother.

We did get a few comments about the flying mechanic, and looking back at it, it’s definitely a little lackluster. In theory, there would be a more noticeable build up as the player regains more of their magic and thus can fly longer, but it still ended up being too short in the intro so we’ll make sure to extend the duration a bit.

As for the “Z” button, that one we just completely forgot ‘cause we were rushing at the end. We had all the other commands prompted except for that one so it unfortunately threw off the game flow right at the start.

We did learn a lot from this experience and we do intent to keep working on our game once the jam’s over and improve upon various aspects including the gameplay. We really appreciate your reply and thank you for trying out our game!

(+3)

This was nice to read! 

Yeah - that's what jams are for right :D 

I always love looking back at older jam games to reflect what I learned with each and every one of them :)

And I really like the "test grounds" style of the jams here on itch since you tend to get so much players and feedback and can really test and review your game with a bigger audience to see what works and what doesnt.

With our game I wanted to make something super super simple that works without much explaining AND gets you right into the action.

I also have the feeling that comedic narrative or dialogue works so much better on itch and in jams in general ^^ that's a bit of a bummer if you want to tell a more serious story.