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(+1)

Thanks for the feedback!

Due to the time constraint and other in-person activities, I wasn’t able to add that many levels to the game. There are 15, but I do agree that the game needs more.

As for the sign being glitchy, I don’t quite understand what you mean - some specifics would be great. I did notice one bug in the export, where when you move from the starting area to Level 20, it immediately snaps the sign in the old level, but everything else appears to be working fine.

I’d also like to understand the eye strain from your perspective. Over here, the game doesn’t strain my eyes - although some playtesters did agree that the pink is a bit vibrant.

Sorry about that level design where you instantly die - that’s an oversight which I didn’t try to fix - it’s on me, although I must say that GDevelop should add velocity support to the platformer behavior, allowing you to adjust the velocity of the player.

Due to the fact that this is a Jam entry, I can’t update the game, but I will after the Jam.

If you could include some more info about various oversights, that would be great! Thanks - MarsChompsVenus Studios.

This is three days after I've played, so I may miss a few things... But this should sum up ( most of ) your concerns with my first comment:

Bugs:

The sign randomly rises the level count many more times than it should, which makes it unreliable ( it jumps up randomly, e.g. from 0-14 ).

The coins get extremely loud when collecting them consecutively or in large groups.

The shooter ( cannon or whatever you may call it ) shoots many bullets stacked over each other ( which may be intentional ), but my main problem is that it lingers after hitting the floor ( and stacks on-top of each other ), and if it is above a switch platform, it will continue moving afterward ( leading to it catching me off gaurd ).

Eye-strain:

Gray-scale is important when making artwork, especially for a video game ( since people will likely be looking at it for longer ), since it shows the contrast between colors ( making them easier to differentiate for people who are color-blind/have bad vision ).

For long play sessions, it can be hard to focus on the player as the background is as distracting as they are ( in grayscale, the default green player is the same complexion as the background ). This makes the game harder to play for people with bad vision ( a small fix for this is outlines, but it's more important to first get the colors done right ).

The small checkered background when moved also causes eyestrain, since at fast speeds ( while moving rooms ) it causes a stacking effect... This is a little hard to explain, but: When moving a small repeated texture quickly, it begins to appear as if it is slowing down ( instead of moving with all the other objects ), despite the fact it is moving at the same speed, which can cause my eyes to focus on too many things ( as they are moving separately ). ( this one is the least out of the other problems though )

One last thing:

You don't have to update the game if you don't want to, my feedback is just for you to try and evaluate your future work to see how it may be improved.