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Hey, nicely done! You mentioned you made all the assets yourself, does that include the banging background track? You've nailed the vibes for this. And, yeah, it's hard - but I think you've straddled the line between totally inaccessible and tantalisingly difficult quite superbly well!

I like your use of intuitive design here. Green for safe stuff and red for danger means you have basically zero effort learning the game. I thought maybe if you made the player character a different colour, it could help lead the eye to danger more easily. 

Like take a look at your thumbnail squished down to squinty size.


Does your eye know where the player is, where the dangers are, and where you're supposed to be going? I think in some levels you really nailed the visual flow, especially in the first level when the brown kind of points you up like arrows. But yeah, giving some more thought to what the colours specifically tell you about where to go might be an avenue for future exploration.

But I dunno, that's just if I dig really hard for feedback. Overall this is one hell of a submission! How much time did you spend on it? Also you said you're really proud about it but I'm curious what was novel for you, in designing this game. Did you encounter any design challenges you haven't dealt with yet? Or expand on any skills you thought were good to practice?

Anyway, really nicely done! And thanks for submitting!

P.S. if you do a next one, would you be open to posting a thread in the community tab when you first get the idea to start? I'd like to turn this jam into a space for spreading motivation and getting early playtesting from fellow devs before a game's release.

(+1)

Hi, and thank you! (sorry for responding so late)

Also sorry about the confusion with the assets, I didn't make the music I found it online but I did make everything else - but sorry again for that mishap.

I'm glad the difficulty ended up being a good balance between being inaccessible and being challenging.. Funnily enough the game was supposed to be a easy platformer but i ended up making a pretty hard game.

 I'm glad somebody noticed the red for danger and green for safe stuff! its a small touch I added that I think improves the overall experience. Also the player being red was totally a thing i never got around too, I was going to make him yellow/green - but yeah I never got around to it.

I spent around a week on this game - since I ended up joining the jam late. 

I don't know if its a good thing to learn while making this game. But I learnt a lot of organization and better programming techniques for expandable thing I might want to add.

I had a issue at the start which was the whole game. The movement felt - weird, the levels were WAY to easy, and a whole bunch more issues. The game also just wasn't very fun, but I think I fixed those issues in the final project. In the end of the game jam I ran into a issue of exporting it to the web and had issues with the levels that I still don't know how they happened.

Anyways thank you so much for hosting this game jam and giving some great advice! I'm glad I made a game that even I am proud of.

(Sorry for not posting my progress in the thread, It completely slipped my mind if that's okay!)

Hey, wow for a week's work you got a lot done! I'd be really interested to know if for your next game, you could spend even less time making it, but more time on the specific parts that really elevate the experience you're trying to deliver. For Pocket Quest you mentioned trying to make an easy platformer. I wonder if you spent all your attention on exploring what makes a game cozy and relaxing, if you could deliver that experience in less than a week?

No issue about the community tab thing! Hope to see a post by you for this month! Keep making games 👊