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I want to turn my Game Jam game into a full project.

A topic by SuperGuajiro created 23 days ago Views: 105 Replies: 5
Viewing posts 1 to 4
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Howdy everyone!

I recently submitted a game for the GDevelop Game Jam #9 and I want to flesh it out into a full game. I really like the core concept.

Here are a list of things I think should be addressed:

  • Spike collision mask is too punishing.
  • The second tunnel of spikes (where the boost pad is introduced ) is too narrow.
  • The robot on wheels shoots too quickly when spotting a player and is too tanky.
  • Boss mechanic is too simple and easy.
  • More enemy variety.
  • Add touch controls for mobile.
  • More levels.
  • Add a score.


I’m unsure about these:

  • Game is too difficult.
  • Adding a health bar.
  • Adding checkpoints.
  • Adding the ability to hover (ex. Hold RT to hover while in the air). Player cannot move, drains fuel more slowly, but player can aim freely. 

Please be brutally honest. I appreciate honest feedback. It’s the only way to make the game better IMHO. Thanks in advance to anyone who check out the game.

https://superguajiro.itch.io/jetpack-commando

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nice old school style game bro. maybe I'm suck but it was difficult enough for me to keep trying again and again. Good luck with your game

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I played it and I think the core movement idea is fun, but a few things stood out to me.

The first thing I was unsure about was whether I was supposed to be able to shoot. Since the character appears to have a gun, I naturally tried the obvious buttons, so if shooting is not intended it might be worth making that clearer visually.

The music volume also seemed to fluctuate randomly for me. It got louder and quieter in a way that felt pretty jarring.

The laser/turret enemies felt a little passive to deal with. A lot of the time I felt like I was waiting for the right timing rather than actively interacting with them. This might just be personal taste, but I think some kind of more active counterplay could make them more fun.

The difficulty ramps up quite quickly. I personally enjoy bashing my head against a challenge, but I could see some players getting stuck repeating the same section over and over. One possible idea would be checkpoints that reward risky fast play, for example reaching certain areas within a short time could activate a checkpoint.

The spike collision/hitbox feels like the highest priority issue to me. There were moments where it felt like “there’s no way that hit me.” In a game like this, where a lot of the fun comes from barely scraping past hazards, the hitboxes need to feel very fair and readable.

I also think the jetpack could maybe keep a little extra upward momentum after releasing the key. That would let players use their previous lift to build speed and avoid wasting fuel, which might make the movement feel smoother and more satisfying.

Overall, I think the core concept is solid. The main things I’d personally focus on first are spike fairness, clearer player abilities, and the movement/game-feel.

Thanks so much for the thoughtful feedback. Fixing the spikes was a priority for us and we already fixed it. It no longer uses the full square as the collision mask (it was using the default tilemap collision mask), which wasn't fair because the spikes come to a point. So, we made the spikes a separate sprite and created a custom collision mask for them. These new collision boxes follow shape of the spike and are actually smaller and more forgiving. 

The actual level is being redesigned. Since we rushed to get it out for the game jam, we didn't spend any time testing the balance. The new levels will be more balanced, with difficulty that ramps up gradually. We will also implement checkpoints to reward players for their progress.

As for the controls, we are adding more ways of playing, including mobile controls. But we will be adding more keyboard configurations that align we standard practices.

We aren't sure why the music volume is doing up and down. We didn't experience this, but I'll look into it. Could you elaborate a bit more on this issue? Did you notice a difference in volume between the intro, stage and ending music or was the stage music on its own fluctuating in volume? Also, thanks for the suggestion of keeping some forward momentum when letting go of the jetpack button. We'll keep that in mind.

Thanks again for playing our game and for your suggestions. We really appreciate it!

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for the music thing it didn't start until i died a couple times but after that i couldn't find a particular trigger, it's entirely possible that the issue is unique to my system, also, i did play it again recently with no audio issue so yeah, it was probably something with my computer.  I'm looking forward to trying any new versions of the game

First of all, I love the sprites, music and sound. That's some good use of Gdevelop!

Longer-term, what are your plans for the game? If you're trying to sell it some day, what platforms would it run on? 🤔 I ask this because the extremely tall and narrow screen shape you have right now doesn't seem like it would fit on anything but a web browser.

I agree that it feels too difficult, especially for the start of a longer game. The default enemy appears to be armored whenever it's not shooting, requires all the player's actions to engage with (jet, move, and shoot simultaneously,) fires fast enough (in both directions!) to cover the entire platform in less 0.2 seconds, which is about the average human reaction time.

I suspect what happened here is you played the game hundreds of times while developing it, got really skilled with your own mechanics, and set the difficulty on what you personally considered hard, but fair.

This is a classic rookie mistake. (Take it from me, I usually make the opposite mistake and make my difficulty curve too flat!) But you usually want your game to be easy at the start, so easy it's almost impossible to mess up, so that new players who don't understand the controls can still shoot the first enemy. (That's how they learn to shoot other enemies!)

I recommend first enemy, just walks back and forth, doesn't shoot.

After about 5 platforms of different types with these walkers patrolling in different ways, introduce the player to an enemy that doesn't move, just shoots in a way you can avoid by jetpacking. Let the player stand on the ground for at least 2 seconds between shots. this gives the new player plenty of time to think about shooting back, jumping over shots, or just jetpacking past it. (But include a little zigzag armored ceiling so they HAVE to jetpack over the enemy, they can't just shoot straight up past it without noticing the shots.)

Then do a little obstacle course that mixes patrollers and shooters.

Finally, add an enemy like the Mets in mega man. (Those little yellow hard hat guys.) It's armored and doesn't move, by default. It shoots one bullet towards you when you get on the same level as it. And only after enough time for the player to react to the bullet, does it start moving horizontally.

Oh, and when the enemy is in its armored state, make sure there's some very visible juice when the armor deflects the shots, that's very different from the juice when they take damage (again, like the Metools in mega man, where the shots would make a ping noise and bounce off diagonally.)

An enemy like this that can do everything at once, and moves so fast you need to dodge, should be deep into the game, after the player has mastered moving, shooting, and reacting to bullets, separately and in combination with each other.

It's not a boss, though. A boss should move slowly, have lots of health, and switch up its attack patterns (but also telegraph its attacks so they're easy to dodge.) At least until the later levels.

Hope this helps! You've got some fantastic aesthetics going on, here.