This game was incredibly fun once I understood how to play it, That being said the tutorial was definitely lacking and I spent quite a while getting crippled by debuffs before finally understanding how the main mechanics work (It didnt help that I missed the room explaining that the spinners reset the debuff cooldown for most of my playthrough as the door always opened after I passed it).
I feel like some of the debuffs were also a little too harsh, for some of them if you got the debuff your run was essentially instantly over unless you got incredibly lucky, otherwise you can just completely ignore them.
I also feel like the running speed initially might have been tuned a little too low but I understand why it is like that, its just the moment your slide gets nerfed, or when you first start confused the base walking speed doesnt really convey the nature of the game immediately.
Other than that this game shows amazing potential and I cant wait to see where it ends up in the future. Great work!!
Viewing post in Spin or Suffer jam comments
Tyy for playing and the feedback!
All of that is fair.
These are all excuses but I wish I had more time to at least add a tutorial map + one more map. I alr had the base ready for them.
I also agree that debuff/buff values and timings need to be balanced a ton. Initial idea was to make it a lot more chaotic. Debuff would cast faster but they'd be a lot less punishing.
Be very fun if it spawned a lot more objects and variety of unique effects. I even had 2 weapons with equip+attack systems. Had to cut them out.
The initial walking speed was actually done carefully. Rather other movement was built around it. It isn't mentioned anywhere but Dash actually gives u Iframes, bet no one knew that xd
Idea was to teach the player that walk is there to get the initial movement, that's it. That is why nearly every other movement has a speed boost of sorts. -WallJump boosts speed towards where the camera is looking. Slide Start boosts speed. -I even added a Dash speed multiplier on ground slam, which is a 30ms window right after GroundSlam finds a ground. All of this was really exciting for me. But I didn't teach them anywhere and that is on me. Core movement was something I've been doing since I've started learning, before this jam, and is what I most worked on trying to balance it for this game.
I actually have a finished vision for this game and will be working on it. Only thing is that I need to learn ton of stuff along the way. Will go back to not having the random buff/debuff mechanic. I might implement them on some maps but won't be the core mechanic.
Overall because of u and others I know what to work on. Gives me a lot of motivation if people are honest about the potential :)
I really do appreciate u giving it a fair try and the honest feedback :p glad u enjoyed it!