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(+1)

Nicely done! Was fairly easy in terms of puzzles but that's understandable considering the jam timeline. Might be worth looking into preloading particle resources when the game first loads to reduce lag at runtime.

I guess it depends on the type of game loop you're aiming for, but I think being able to move the camera before launching the ball could allow you to plan ahead. But if you were going for a more exploratory/reactive experience then I'd say it's fine as is.

I didn't realize you could interact with objects while the ball was moving at first but maybe I didn't read the instructions well enough. 

I don't know about having more than one way to solve some of the puzzles (especially when one path is alot easier), it kinda makes it feel pointless for the other path to exist. But again if the exploration type of game loop is what you're going for then might not be so bad, maybe even lean into it more so it's not immediately obvious that one route is the better route.

I had fun though, great job!

(+1)

Thank you for the detailed analysis! All the levels were experimentation with the mechanics and the last 2 were actual levels I made, after which time ran out. I tried preloading the particles, which didn’t work at the last moment, that is why I recommend you to play the platform build rather than the web one.

I will definately add camera pan, but in a less interactive way, so that it still stays a mystery.

That part needed more work, I agree. What you could interact with after dropping the ball is not the clearest thing.

That last level route gives you another chance if you accidently hit the fan (which Shovel did on stream, but he turned it off immediately, which made the ball stop before reaching the booster), guess I need to work on my level design skills.

Thank you again!