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(+1)

This must be the most pretty game I played this jam. Also the most infuriating x)

I hate that I have to redo the previous level every time I fall, and I hate it even more given that the bird doesn't always move the way I would expect it to. At one point I fell because hitting a wall sent me backward. Another time, I fell because the bird refuses to glide left or right when you flap your wings... The art style and the music tell me it's a relaxing game, but the gameplay feels like rage bait. You're supposed to make precision jumps and take risks, but taking risk is disincentivized because of how much it costs.

That being said, with a checkpoint at the beginning of the level rather than sending you back one level, I would have loved it. In my short time playing I felt that I was getting better at controlling the bird, and that just the first real upgrade (flapping) was already changing my approach. I understand that you wanted the player to intentionally fall down to get stuff they missed with the new upgrades they unlocked (or it's a way to soften the blow when they lose progression?), but if they give up before unlocking those upgrades it's all for nothing.

OK, I'm sorry for that rant, but I think it hit that bad because I really wanted to continue playing. The art is exquisite (special shout out to the pecking animation: it's amazing), and the sound design and music are pretty good too. It doesn't feel like a jam game, it feels like a finished game.  

(+1)

Thank you so much for the indepth feedback Gatlink, I really appreciate you taking the time to write that out, a lot of great points!

The lack of momentum once you hit a wall has been one of the biggest frustration points with the game and I 100% agree, I ran out of time to add back some momentum, but that is the first thing I'll introduce if I continue working on the game! And yup... there is some weird physic bugs happening where at times your bird will flip when hitting the wall - I'm not entirely sure where that bug is just yet, but it would be on the list to fix!

And great point on the checkpoint system (or lack there-of haha). I was inspired by the game HopShot where if the player misses the jump, they just fall back down, and may even fall all the way to the beginning of the game... I wanted to soften that experience with start of level checkpoints, but if I continue working on this, I want to make that system way more intuitive and introduce mechanics where the player can also zip around sections easier.

Thanks again for the great feedback, and no worries about not finishing the game, I appreciate you giving it a good try!

(+1)

No need to apply what I said to the letter, I might not be your target audience (I don't play any platformer of that type usually). I hope you'll consider continuing work on Chirp Chirp, it's great. 

Fun fact: I made a game called ChirpChirpChirp myself for another jam, but its mechanics have nothing to do with yours (and it's clearly not as pretty)
https://gatlink.itch.io/chirpchirpchirp