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Really nice idea, that extrapolates quite a bit of gameplay out of a somewhat simple setup. :)
Some very smart swaps, actually loled at stones <-> enemies; the final change is also really cheeky! Music is chill, love it. 

Some notes i took while playing (see it as feedback that I would also give for a final game, I know that we need to cut some corners in game jams ;) ): 

  • Controls/info at the start is very nice; no need to read anything outside the game. 
  • Jump is quite floaty, it might be intended, but I would wish for a bit more control when falling down (e.g., just search for any video of the 100s that analyze the Super Mario jump).
  •  While the directional shadow works quite well here, you might also want to consider a drop shadow directly below the character. This makes it way easier to estimate your position (e.g., are you already over a rock or not yet) 
  • Player feedback for falling "sand": was surprised when they first fell (some hint that this happens, classic would be a small wobble before falling, but you might find something different) 
  • Took me a bit to realize that the character actually has health, some UI or display on the character would be nice there. 
  • Camera is very static and quite central to the player. Adding a bit of camera lag and moving the character down in the camera view a bit might make the game feel a bit more dynamic
  • Characters slide very slightly when standing still (not a big issue, but I just died over and over when writing this feedback xD) 
    • Also enemies, some just died when I was waiting for a bit 
  • Love the walk & attack animation, has quite a bit of character for how simple/goofy they are (and that is meant in the best way possible) :D

Wow, that's a lot of feedback! Thank you!

Yeah, I also realised that the jump is quite floaty, but by then it was the last day, and I don't think I have enough time to adjust the level to a count for the movement changes. So I just kept the floaty jump.

And the UI, uhh… I also don't have time for those. XD