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Pretty unique idea. I'm always a fan of "shapeshifting" mechanics. I can definitely see the rough spots here and there, but I can tell you all put a lot of work into this. I agree with Letholor that it can be a little difficult at times to see where you are going or to gauge the circle's jump properly. I think just zooming the camera out a small amount or allowing you to move the camera's position around with the mouse would easily resolve those issues. The triangle and star didn't seem to be as useful as the circle and square, but they were still fun to use. 

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Thank you so much for the honest feedback, if I'm being honest I was also aware of many of the concerns and frustrations you guys had while playing.  The level was brutal in a way but not in the right way, platforms were and traps were a bit too small and frequent for how the game controls, and the star and triangles classes were supposed to have key abilities specific to them that needed to be used to solve puzzles, but we never got around to them.  I do think there was a little confusion also going around the team as to what type of game this was going to be specifically.. well maybe it was just me but I thought the game would lean a little more into the combat side and that the level would also be designed to have areas specifically designed to confront and defeat enemies rather than just be a continuation of the platforming.  Regardless, those are thoughts probably better suited for a postmortem report, but thanks again for checking out the game and suggesting your improvements.

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Once again great work!

I wanted to share a bit more feedback as well. Based on what you said, I would definitely recommend keeping some clear communication within your team about what the goals of the game should be and if anything changes during development. Sometimes it can be helpful to have one person write up the goals of development and the game's direction. Obviously taking into account everyone else's input on the team as well. But by having one one document that everyone can reference it can help to clear up some misinterpretations on goals. For instance, if I tell someone I want a fighting game and they make a mortal Kombat style game when I actually meant I wanted an Arcade fighter like Double Dragon. 

Obviously everyone on your team still did great work, but it sounds like there was some confusion on the team that can be worth trying to address. Overall though, great work again! I hope you all get to participate in the next jam!