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Hi! I always like a little more detailed feedback myself. I hope you don't mind.

First of all: It was a really nice game and I enjoyed playing it. So do not take the criticism too seriously.

The graphic and sound design is quite minimalistic, but fits the overall theme of the game quite well. But even with those minimalistic tools you managed to create a pretty good feeling. Small details like the dust particles when turning the character help tremendously. The music sounds like a mix of Professor Layton and Harry Potter.

The shooting system ist good, but sometimes the projectiles get a little lost. By this I mean that the projectiles fly in circles around the target without actually hitting it. It is more of a side issue because the game is not that hard, but it felt wrong to me.

The biggest issue for me is the jumping part. I'm not sure whether I like it or not. Don't get me wrong: it's not bad, but it feels more like "Flappy bird" to me. I personally prefer higher jumps. However, the ground detection is somewhat buggy. The triple jump resets upon touching the side of a platform. This allowed me to skip the entire first level in my first playthrough. If I had to guess, I would say you are using "OnCollisonEnter" to detect if the player is grounded. The problem is that the colliders of the player and the platform itself detect collisions on the side of the collider as well. I would use a small, downward facing "CircleCast" or a separate, slightly smaller collider on a child object of the player. But that's just my guess.

I hope you can do something with the feedback.

(>^-^)>

Wow, thanks for the thorough input. I'm glad you liked the theme--I thought the same thing about the music! It reminded my of Prof Layton, too. I agree that the jumping needs reworking in order to make platforming more satisfying. But I tried recreating that bug, and couldn't for the life of me. I detect ground with two short raycasts from the bottom corners of the player's collision box... that would explain why it's detecting collisions next to walls, but it doesn't do the same for me. Odd. Guess I can move the raycasts slightly in.

Trustopia maker! Your feedback remains the best I've gotten this jam. Anyway, I'm back with some ~exciting news~ A lot of people have seemed to really like Home Before Dark, and I was so excited by the attention that I made a  making of video documenting the process of development. Sub to my channel if you're interested in game dev content! This is my first video, and your support would mean a lot. <3