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(+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.