Neat game! It would be better to include explanations or scripted demonstrations for the redirection crystal balls, since I used the long goon to clip out of the on-way walls without realising I needed to use the first crystal ball XD Good job on your first game!
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Goon Switch's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #65 | 3.265 | 3.265 |
| Creativity | #101 | 3.235 | 3.235 |
| Gameplay | #116 | 2.765 | 2.765 |
| Overall | #125 | 2.759 | 2.759 |
| References / Humor | #154 | 2.235 | 2.235 |
| Ambience | #159 | 2.294 | 2.294 |
Ranked from 34 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit into the theme?
You shoot a bullet, and something explodes and the explosion makes something explode and such kinda chain reaction :)
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Comments
I got to the dark level and I am assuming that’s just the end? Unless I’m missing something.
Nice solid platformer. The ideas are good and the execution is nice for a first game. The sprites are so cute.
If I were to give some general advice, I would recommend not making the platforming so tight compared to the movement and jump speed of your characters. 3 of them are fairly slow so it’s fine for them, but the default dragoon is so fast and the player always wants to stay on the fastest option, and the levels are full of 1 block high or 1 block wide gaps that feel claustrophobic with the regular dragoon.
While people’s preferred control systems are subjective, I feel like there are too many buttons. Instead of the skill being on shift, you could make W jump and have the skill on space I think.
Things like the part where you have to drop down on moving platforms are super hard because the maximum falling speed is too high.
Cute concept! Love that each goon has their ability and you had to change between them in succession to clear some of the challenging level. Too bad that the long goon didn't had much spot light except the final on where you can extent its neck to grab the key.
I would suggest there's a ui element to tell each button turns your to each goon, kinda to remind the player and refine the normal goon dash to be usable even with movement input, currently it feels a bit cumbersome to use it.
And of course some use of music and sfx would definitely improve the game feel! That said, nice job!
Thank you for your message <3
The dash being so weird is actually, because I don't know how else to do it xD
I had a different version before, but that would just update your position and thus place you into walls
I think the problem right now might be that moving left and right could be resetting the movement and thus cancelling the dash, but I don't know how to fix that.
UI is definitey something I need to learn more about, you're right xD
I managed to get all the way to the end. I found a glitch that is really fun to use, and I spent way to long flying around the world with it. If you spam shift you just go flying. Super cool art design, tight controls, a simple game is often a fun game what can I say? Splendid job!
The game is fun, I like it a lot !
But I can't beat level 2 or 3 (the one where you're trapped in a box, use the Egg to shoot the redirection ball that explodes the dynamites around). It's probably more of an issue for me since I'm not really good at puzzle games, but maybe some hints after you pass some time on the level would be nice !
The controls are a bit hard to understand but overall it's okay.
Thank you for playing!!
I did know I wouldn't have the time to make many levels, so I wanted to give people at least a little bit of a challange, but I guess in turn I didn't properly introduce the game mechanics enough, at least for someone not used to this kind of game, and yeah , I could have worked more on the controls xD
Very cute game! For your first game, this is really good!
The gameplay could have used more work as the control were a little awkward for switching and shooting. I would recommend referencing other games and learning how they come up with their controls.
Nice work :>


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