I like the artstyle, although it would benefit immensely from some form of lighting to make the scene feel more consistent. I also have to say that the AI art sticks out a lot, I'd really suggest investing in your own art skills or finding an artis to work with, as even more novice art will actually make the overall game look 'better', as you'll learn how to tie the elements together better. I'd recommend having a look at Sharp Shore from this game jam, as they're able to really make an artistically cohesive and satisfying game with relatively simplistic drawings.
Overall I did like the combination of the background and music, for a nice peaceful aesthetic, and the gameplay was entertaining. I would say that some form of jump counter would be helpful (or perhaps less jumps but with more velocity might make the gameplay feel more natural), but all in all, good job on your game!
Viewing post in FOLLOW suit ETERNAL jam comments
Thank you so much for the feedback, VertexEnthusiast!
Starting with your recommendation, I found Sharp Shore’s concept very interesting and fun, and seeing how they managed to deliver such great gameplay with a simplified but beautiful art style is truly inspiring. I really have very little experience in most areas of game development, but I carry a strong desire to keep learning. I appreciate you bringing this reflection, and I hope that in a future opportunity I can better connect the feelings between backgrounds, characters, effects, and sounds.
About the jumps, I noticed after submitting the game that it ended up having a triple jump. At some point during the final adjustments, I had a bug, and the fix probably caused this other issue. The correct behavior was supposed to be only two jumps, which would make the player aim and better control the height between platforms.
Unfortunately, the HUD also did not appear in the final build. I believe it was probably an issue with the Canvas configuration itself, because inside Unity everything was working correctly. I may have made a mistake with something like the scaling, or perhaps it happened during the build process itself, but that is something I should have tested before submitting. I worked on the game until around 8 AM and had to submit it by 9 AM, so after making the build and publishing it, there was no time left to fix these points, even though they were relatively simple adjustments. Next time, I will leave more time to make sure everything is working properly.
Once again, thank you very much for the feedback and suggestions. They really help me learn and improve for future projects.
