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đŸ•č Game Review: Case Closed

Submitted by: Kisame712

🎯 First Impressions
Alright—we’re diving into a narrative platformer with some action and mystery to boot. Right away, I appreciated the show-don’t-tell approach to onboarding, and was immediately drawn in by the magnet jumping mechanic. Stepping into Detective Rogers’ shoes felt fresh, and the ominous soundtrack set a suspenseful tone. I also noted a revamped ladder climbing system—great to see improvements from previous jams! And this time around? We’ve got combat, baddies, and even a boss fight.

Some of the new mechanics (like firing your weapon) were a bit chaotic, and seeing Rogers' arms clipping through the ladder gave me a chuckle, but overall, this entry screamed growth and experimentation—and I loved that.

đŸ”„ Fun & Engagement
This was an engaging mix of narrative, platforming, and experimentation. I really enjoyed working out the magnet jumping and timing, and adding enemies gave the game a welcome extra layer of tension and strategy. Even though the firing mechanic felt a little limited in terms of control, it didn’t take long to figure out how to navigate around enemies and handle them.

🛠 Areas of Improvement (Combat & Mechanics):

  • Firing Control: Giving players the ability to angle shots up/down could open the door for creative level design, enemy types (ground huggers, flyers), and combat puzzles.

  • Mouse Cursor Behavior: If mouse aim isn’t used for targeting, consider hiding the cursor or clarifying the control style. If a player sees a cursor, they instinctively expect it to direct shots.

  • Shot Origin: Always ensure bullets fire cleanly from a visible weapon or facing direction—this improves visual logic and immersion.

🎹 Theme Use
This was a powerful take on the theme. The narrative built slowly and darkly toward a heavy moment that hit hard. The final scene and notes from the boss encounter gave me chills. The emotional weight you delivered through gameplay and story integration was impressive. Well done.

👁 Visual Presentation
Everything felt cohesive and visually functional. The character design, level layout, and UI elements worked well together. The ladder clipping was the one standout flaw, but it presents a learning opportunity.

🛠 Areas of Improvement (Visual Layers):

  • Tie all player elements to a unified “player layer” that sits above object and background layers. This prevents visual clipping and opens the door to…

  • Layer-based parallaxing. Try experimenting with foreground elements, near-opacity overlays, and layered movement to give your 2D environments depth and atmosphere.

đŸŽ” Sound & Music
The music set the tone beautifully—dark, ominous, and understated. It complemented the narrative-driven gameplay without overwhelming the player. Sound effects were subtle but present. There's room for added juice, but the restraint worked here.

Ideas for Expansion:

  • Add a unique SFX for the magnet jump—something satisfying and mechanical.

  • Enemy death sounds or boss “rage” audio cues would raise stakes and immersion.

🛠 Technical Execution
Gameplay was largely smooth and bug-free. The magnet jump had a few unpredictable quirks, and I got stuck on the boss’s head briefly, but nothing game-breaking. I was able to recover and keep playing without issue. Major props for that.

💡 Originality
2D platformers are a crowded space, but what makes Case Closed shine is the thoughtful blend of story, mechanics, and emotional weight. The magnet mechanic and layered narrative made this feel fresh, even in a familiar genre. You’re clearly experimenting with systems, which is exactly what these jams are for.

✹ Polish
From beginning to end, the game felt complete. The structure was strong, the pacing worked, and you wrapped it all in a story that carried meaning. There’s still plenty of room for refinement, but what’s here is solid and shows growth from your past submissions.

🧠 Final Thoughts
You’re pushing yourself—and it shows. New mechanics, deeper narrative, better pacing, and continued refinement from jam to jam. I’m really enjoying watching your progression, and I can’t wait to see what new ideas you explore next.

Your next challenge? Experiment with layer-based visuals, and expand the combat system to give players more agency. You’ve already proven you can build a great foundation—now it’s time to elevate it with more interactivity and immersion.

Keep up the great work, Kisame. You’re leveling up with every jam.