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(+1)

Hey, thanks for leaving such a in depth and constructive review on our game. Since you left such a review, I assume that you also want fairly harsh constructive feedback. If you aren't open to that kind of feedback, you might not want to read the rest of this review. I am aware that you were attempting to deal with scope and perfectionism, and I will touch on that later in the review.

First of all, I'll start with what I liked. In general the game was a decently fun experience (particularly after 15+ minutes). The music was decent and the cat pixel art was pretty cute. I also appreciated the fairly unique movement option, and the stairs felt buttery smooth (I loved the spiral staircases).

However, there were some fairly major issues with the gameplay. 

First of all, the movement felt pretty janky at first, and I mean for almost 15 minutes before I really got used to it. The default sensitivity of the mouse was way too high, and I didn't notice that I could change it for a while (kind of my bad). It was also fairly difficult to control the teleport feature, especially before I read the note on the itch page. Even afterwards, the teleport feature felt pretty janky, and very unlenient. I would frequently clip through walls or just barely miss a platform, and that always felt bad. One way to fix this would be some form of coyote time leniency (expand the player hitbox right after teleportation so that they can stay on ledges more easily)

Secondly, the switches and purple arrows did not feel that they significantly contributed to the fun. The puzzles that I encountered felt pretty half-baked, it was almost always "shoot at the orange thing" or "shoot at the purple thing". It would have added great depth to the gameplay if the player was supposed to analyze the switches and see if they should hit them or ignore them. (I was actually playing this way, but I kept getting killed by the rising sand, so I had to stop).

Third, the rising sand was a good idea to provide time pressure, etc. but was poorly executed. The visual warning was bad, and since most of the level was spent well ahead of it, it mostly felt like a random death event instead of a persistent threat. I would regularly get to a new section, pause to consider how to beat it, and then just die. That sucked. At the very least, there needed to be a much more clear way to see how close the sand was to you, or some sort of warning.

Most importantly, the size of the levels + lack of checkpoints was infuriating, I played for 45 minutes and literally did not reach the end of the level. The fact that every death brought you back to the beginning of a giant level exacerbated every single problem above and was what personally took the game from "kind of fun" to "oh my god, I hate this" on a regular basis. If you were attempting to make a rage game, that would make sense, and honestly would have been well executed. However, you specifically stated that you intended for the "looping" part to be replaying the level, but upside down. That does not work if a fairly skilled platformer player can't complete the first level in 45 minutes. I would have enjoyed the game much more if the level had been quite a bit shorter and I'd really gotten to experience the looping idea, which sounded quite fun.

This brings me to another point, the lack of a looping feeling. Many games that I've played (and frankly my game as well), stretch the looping theme pretty far. However, in 45 minutes in this game I really did not experience any looping, unless the main movement ability is somehow looping, or the spiral staircases count. I understand that I did not reach the looping part, but if the player being able to reach the core relation to the theme is in question, I would hope that the game would include some other looping sub-theme (I did not count having to replay parts of the level over and over again).

I have mostly talked about the gameplay, so let's talk about art. I understand the challenges of being a solo dev, and I think that we should always prioritize gameplay in a game jam. These are merely my thoughts on the art. 

As you've mentioned. the art style was "brutalist". However, imagining that it had been textured, I still have a few suggestions. The mixture of billboarded pixel art sprites for the player and vines mixed with the low-poly levels/switches/arrow thingies was a bit strange. I also am not a huge fan of this style in general, but that's just my two scents. I loved the vibe of the cat, but it didn't mesh with the rest of the environement. I think making the arrows and switches throughout the level billboarded pixel art would have been a nice touch. A pixelated font would've gone a long way too.

Just a minor nitpick, but the ambient occlusion on the level looked a bit strong (much better than none though).

Nothing much to say about SFX or music, they were quite good for a solo dev.

Overall, I want to conclude by saying that this was still a really good first game for a game jam, and aside from what I mentioned above I have two pieces of advice.

1. This should have been a 2d game. The mechanics were fun in 3D but an idea like this is much easier to make fun with the precision of 2d games, and it would have been easier to make assets in the same style (though you would need a player character).

2. You mentioned how you were working on scope/perfectionism. The way I see them is almost like a tradeoff between scope and polish. In your case, I would highly suggest that you continue to minimize scope, but leave some room to really polish mechanics and/or graphics, even if it means making a much smaller game. 

I didn't mean for this to just be a beat-down on the game, but I hope to provide the same level of detailed and fair feedback that you provided for our game, since you were one of the few that left truly harsh feedback.

Holy moly, first of all I fully welcome the review and I gotta say, THANK YOU SO MUCH, I really appreciate how much time you've spent writing and I appreciate that you probably put a lot of thought in writing it out in a nice way but still with the feedback.

So I'll try and reply to your comment following yours in order

So first, I hope I truly helped with my feedback on your game! Scope is indeed an issue I faced but perfectionism is a problem that I no longer deal with, it was my prior years of gamedev that it affected me (letting go of it was how I did this jam :D)

Glad you enjoyed the music! It's something I really enjoy despite still being somewhat new to it, hope to improve! 

Sorry about the settings being tucked away, I decided I had no time for a start menu (may have not been the best idea, idk why I did this since the pause menu has all the same features really...but hindsight is 20/20). Personally I've wondered that of all the reviews of my game if people would have had a WAY easier time had they used the visualization or if I had just made a way better visualization, wall clipping is indeed the biggest bug of the game that I'll try and fix if I do a small update, I do see what you mean by the coyote time idea, I have a different solution in mind but that is very helpful!

I agree switches served zero purpose other than to slow down the player a little and get them looking around a bit, maybe the looking around does help to look for shortcuts maybe but that's a BIG maybe, I still personally like the launch pad (blue/purple arrows) as they just made me happy to use but I see what you mean, I think I'd have to change them a bit but the idea could work!

yeah the sand I fumbled hard, I just completely forgot to mention it at all in game, and having the bar turn yellow or red if it gets close would help (or something similar as you said, maybe showing that it's increasing in speed idk), I'd have to tweak it far better when reworking difficulty or adding checkpoints (I might make a checkpointless version of the level the "hard mode" (so the current game)).

I wasn't trying to make a rage game lol, for me the game is easy as heck, I was hardly looking at the screen when sleep deprived at 2 am and I was blasting through so I really did not gauge difficulty for others well, I really gotta do better on that for next jam , I was expecting people to be looping over and over lol, not quite XD

The "brutalist" art was very much a joke cause I just rushed art so hard and had no time to texture well, the cat has made at the start of the project when I planned the game to be a horror game (yeah bit of a shift) so it's a much different vibe, the pixel art vines were just a last minute, "I just want something interesting looking in the game" and may have not fit too well. A proper font would've been nice, I'll take a look at some jam games to see how to credit fonts correctly (big reason I didn't use one)

I'm sure this would be a good 2D game but this is one part I disagree with, skips and exploits are a huge part of the game, the level is designed in a way to be able to at least attempt skips, I don't think that would be as possible in 2D.

In conclusion thank you very much for the detailed comment, even though when I initially saw the size of it I saw a health bar appear above me and bloodborne music started playing, I can't thank you enough for the time you spent on the feedback, I'll look over it if I update this game or ever want to turn it into a full release (Will need a huge amount of work though lol)! THANK YOU!

(+1)

holy shit