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I'm kind of sad that you didn't try to stretch the words as far as they can go to make something FULLY creative.  But I guess you could say you were more creative than anyone else because everyone went "Oh, well, Biscuit! A game about biscuits!"

It took me a while to notice the goal was to get 10,000 score.

It's also just not fun to be told what I'm suppost to do, without it being a tutorial, And just leaving text on the bottom left of the menu. I would say that simply moving the text onto some sort of pop-up could've been one of the easiest ways to fix that issue.

Sprinting seemed like it was just something you added because it was a 2D game where you can walk and jump around. It didn't really do anything.

Which just kinda added more dissapointment, I just noticed you didn't make the player code. But you still could've removed the sprinting part, Or just not mention that you can sprint as something thats as important as jumping.

Also the challenge was pretty basic, But could've actually been pretty awesome.
I personally didn't like the main mechanic being that you spam space as fast as possible, And stop when you're getting close to water. But theres definetly ways to innovate on it, I guess?

Thanks for taking the time to write some quality feedback. I for sure agree with you. Here are some thoughts, also to act as a mini post mortem.

- The theme could have been stretched more. My idea was to pace it in a way that a failed jump would make you loose all points and make it a very high game of risk reward in your choice of tricks. But I think to make that work I needed a different game mode or sequence of events to explain that structure and not feel unfairly punishing.

- Yea reaching 10 000 in 5 jumps was something I added quite late, I tried a few different game modes. Freestyle, timed, insta death etc. But I felt it either lacked the satisfaction of reaching a goal or that it removed the opportunity to explore the different combos of the game. I wanted the player to kind of find the different tricks.

- I was worried that my hidden mechanics of many of the tricks would never be discovered since most game jammers play an entry only a couple of minutes. That is why I wanted to hint about tricks in the start screen. For sure not the best place to have it, especially when the web export sometimes made my startscreen crop out things.

- Sprint was something I added early on as I thought that your jump speed should affect the jump height, but that got cut. And yes I should have removed sprint. It was the SFX player I borrowed code for, not the player :)

- Yea there are some combos hidden there. Such as "Smooth candle", "Big pancake", "Backslick", "quadruple frontflip" etc. I think however most players wont find them. Both because of lacking feedback that they exist. And that they are quite hard to pull off. Two ways of solving it could be to have an NPC hint about them, by jumping themselves or have a much higher complete score or in other ways requiring a certain trick at a certain time.

-  This was inspired by the Death diving that was invented in Norway. I think I could have made it even clearer to the player by exaggerating some parts in animations and art to enhance the readability and idea of the game. I think it would also be great to add some other interaction like rotate left, right or something to make it less one dimensional.

I'm glad I made an understandable message!

Also, looking back I did find some of your extra "fall types", I think I found all of the ones you mentioned on your reply here, And I'm not sure if you did this intentionally, But I mainly found those simply by trying to learn the game! (Which honestly I never thought of things like this being applicable to designing a game!)

I guess we both learnt something here!