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When you first start it is not clear what to do. There is this big wheel that says "LMB to spin" on the right side really drawing the eye. The points to spin it are on the opposite side and below the main area. I was trying to spin the wheel, clicking on it and the character, before I finally saw the points. The current points should be moved closer to the wheel so they are linked in the player's mind and seen together. A bit more contrast on the text of the points and health would also help. A bit of text on the web page explaining the game & controls would also be helpful for those starting to play. The only controls info is to use the mouse button, so it is not immediately clear that the main controls are keyboard based.

I would also suggest reducing the size of the collision shape for the character. As a general rule, unless deliberately making a hard game, the collision shape should be smaller than the art. I did some testing and there were times that it looked like the falling stuff was a pixel away from the character's beak, but it still counted as a hit. It may be that the collision shape is based on the largest area occupied by the character, and the frame shown was smaller than the largest. Still, for a game like this I think a more favoring the player collision shape would feel better.

One of the spins I got the modifier "Slowpoke" It took me a while to figure out that it was slowing down the rate at which I collected points. As a first modifier I just restarted after noticing.

The game is simple, but works for what it is.

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i appreciate the feedback so much! it's very constructive and helpful :D

i'm glad that my criticism for myself actually aligns with what you said a lot. the UI was not very good and i hope to improve that next game i make.  what you said does perfectly encapsulate this need and i agree with what you said on it being confusing. your solution also makes a lot of sense, i didn't really think of that! i'll add the controls to the description of the game so people know what they are, as you said.

you're right about the collision of the flamingo. it's VERY precise to the sprite down to the pixel, i didn't know this was bad. thanks for telling me! i'll try to adjust it more based off my intended difficulty for now on. such as if its intended to be easier ill make the hitbox quite forgiving.

i think i could've made the modifiers more clear and gave more incentive to not restart. such as potentially making you slower or something if you die too soon. or a progression system with actual upgrades.

once again, thanks for the feedback! i really appreciate it as this is my first ever game jam, i will try to apply these concepts to other games i make.

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Glad to help. We quite enjoy being able to help out by leaving feedback comments in jams.

This is our first Juniper Dev jam, so I'm not sure how often they do them. Since you are using Godot, if you are wanting to do more jams, you may want to check out the Godot Wild Jam. They do monthly jams and have a great group on their discord willing to help people out, and offering links to resources.

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i will! that sounds quite fun and useful!

i believe juniper said they're going to do another one sometime, this is their first game jam ever so it's kind of uncertain when they will.