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I like that you've chosen one strong feature, focused on it and made a solid consistent game around it. It's a big achievement for a game jam. Well done!

I'm talking about visual and audio presentation. From this side your game isn't only looking good but also feels complete and thought out from start to end. Some Gris influences can be seen, but in a good way. Your game definitely has it's own face.

Sound, designed especially to fit the intro sequence is something exceptional for a game jam! And those owls, wah!

I'm really impressed by the story. Told without one word, abstract enough to be enigmatic and give player some space for interpretation, yet concrete in its own way to keep player's imagination in needed direction.

From gameplay perspective I can't say I like it. Movement lacks fluidity, platforming is a bit clunky and combat doesn't really add anything to the game. Also it fits the theme quite weakly. But once again, clearly these weren't your priorities and I'm glad that you didn't try to do all things at once instead of doing few things really well.

If you're going to continue working on this project, I think it would benefit from removing everything distracting from its strong sides. For example, make platforming and combat less important and stressful.

And some minor details and suggestions just for your information.

Birds movement is stiff and jittery. Maybe use sine?

Placing camera a bit in front of the character is usually a good idea, but it has a downside: dizzily fast camera movement when the player is often changing the direction of movement. It was rather irritating.

Attacking with a mouse doesn't seem to have any sense if you're not using it to control attack direction. And running with a right hand would be much more convenient.

Implementing coyote time would be great. Especially considering uncertain logical shapes of platforms. I failed so many jumps because of pressing jump button too late.

Setting up hitboxes is hard for characters with such rich animations. Yet they definitely need some tweaking. I think, it's better to make them smaller.

Main character motion lacks inertia.

The moment of landing after jump feels too stiff and fast. Additional animation could fix it.

Anyways, thank you and good luck! I had pretty good time playing your game several times)

(+1)

Thanks, I'm glad you liked it! You're right about our focus, but also your critiques are totally valid. A lot of those issues you mentioned were just things we didn't have time to address in a week, but if I come back to it I'll keep your suggestions in mind.