Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+1)

I've completed your game and here is my feedback.

Problems I found

  • I couldn't reach some of the platforms even with Movement speed bonuses
  • There is no time warning , maybe have the screen dim like on death
  • I don't get the point of replacing hp with hourglass (too confusing) 
  • I ran out of time frequently in the heat of the battle (because I wouldn't associate hourglass with hp) 
  • When 2 different bonuses were droped next to each other I only get text for 1 bonus
  • Character's meele attack gets boring after a while
  • Tutorial is a wall of text , spread them out in the map. 

What I liked

  • Power up collection is pretty fun (made me kill all enemies i found for drops)
  • You have to time your attack so you knock enemies back before they hit you
  • Save Point reminds me of Black Desert Online (How could I forget that creepy smile :D )
  • Intro music is pretty good 
  • Character and enemies are well made (I like the fact they change color so I can see they are taking damage)
  • The environment is well made, really like the dungeon feel to the game

I enjoyed playing your game but it was frustrating because of the hourglass mechanic, I kept dying because of it even made me want to quit but I stayed on for the ending. If you have time, a story would also be nice at the ending because I expected a little more after completing the game. I didn't get the rewind bit for this jam, what is happening with the hourglass. Definitely need more explanation. All in all good game but a also bit frustrating. 

(+2)

Thanks for taking the time to give a detailed analysis!

 Some of the problems I understand, since I knew about them from the start, but couldn't fix due to lack of time. You were probably confused with the hourglass mechanic because I didn't give a time warning just like you said, something to tell you when you're running out of time. It would have also helped to add a little shake to the hourglass when taking damage. In hindsight, I should have made sure to add them :^(

 The bonuses text only showing one of them is a bug I overlooked, thanks for pointing it out!! <3 

Some platforms are out of reach intentionally, but you can reach them by jumping from above! And there is a special blue upgrade which is stationary near the walls, which you can reach only by jumping from a higher platform. That upgrade gives you either multi-jump or a (kinda) special ranged attack! I could make a video showing how to do it probably, but no one asked for it yet.

I had lots of ideas for a story, with some bosses and stuff, but the time limit was quite a hassle, especially since it was my first 2d project :P

Again, thanks for reviewing it so thoroughly!! <3

(+2)

Please make a video showing the game play and talking about you design choices and what you missed out on. I'm very interested in those stuff so I will definitely watch it. 

(+1)

Okie dokie, I'll make one as soon as I can, add it to the project and notify you first :3

(+1)

Nice one bro , appreciate you for doing the effort 💪💪

(+1)

I have left the video on the game page, but do not get your hopes up, I don't know how to edit videos and stuff.

For simplicity, you can watch it here: 

Have fun! :3

Very nice video , I was confused about the save points as I was thinking they were check points or they save your upgrades after you die before but your video clears that up. Maybe have more save points if you plan on working it in the future. 

 I pretty much completed the game losing all my upgrades lol. I also tried the jump attack strategy but didn't know if the upgrades would disappear when i went around to get them but it seems like a valid strategy to your game. 

Good job bro for making the effort for the video. If you plan on working for longer term in this game definitely think of what makes sense to the player and play test alot more. If you can complete a level without getting hurt once , I think that is a good estimate of the difficulty being right for the average player. (I heard this recently from a GDC Conference).