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Here's my feedback. I stopped after I beat the level that introduced the crystals that you dash into.

  • Dash on release is very weird as a control scheme. Took me some time to figure out why I couldn't dash consistently. If someone has never developed video games, I don't think they'll be able to figure it out. I suggest have dash on press.
  • For a game that resets you back to the start, there are too many "leaps of faith". I can't see the threats that I am about to face, and I have to just react there and then. Mechanics like this tend to make the player blame the game, rather than blaming themselves. If you like exploring such platforming, then I suggest adding more checkpoints in between levels.
  • You should've made 1 less level (hence 1 less mechanic), and added audio feedback for this such as dash, jump, swing, etc would've benefitted the game much more than 1 more level.
  • Try introducing the "twist" earlier. I completed 5 levels, and I still haven't seen anything related to the theme "Loop".  Do not expect players to play so much of your game (especially in game jams). Without the twist, it is just a generic platformer.

I can see it is your first jam, so good job on completing a game. I hope the feedback is helpful, and good luck in future game jams.

(+1)

Yeah the Dash and audio is my bad. I ended up spending more time teaching Godot and Aseprite than focusing on programming the game. It's our other two team members first jam so I was using this as a teaching experience for them. I also took issue with the levels specifically level 3. It is extremely annoying and it will be entirely reworked. The camera also needs reworked, but I didn't have much time to spend on it during the jam. There are also a lot of animations that went unused, but I've already implemented for an update to push after the jam is completely over.