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(+1)

Firstly, good job on finishing your first game - it took me years to finish my first complete small game so be proud. Secondly, thank you for explaining your troubles in the game description - it helps us aim our feedback appropriately. Also, game Jams are a learning experience and if you learnt that much about the process and yourself than you have succeeded in Jamming regardless of what any of us think.

Now some specific feedback if you are interested:

  • As a beginner, good use of the Theme to design a game. However, as you continue to improve I would suggest trying to push the Theme even more to drive creativity. I always ask: "what if?". What if the game is about data recovery - what mechanics flow from that? What if recovering data DID something to the level/player rather than just being a pickup? What if you had to do something to recover the data rather than just pick it up? (See the link below on Putting Play First by GMTK),
  • I initially thought the cracked "walls" were cracked tiles allowing me to walk over once before they fell; or that the capacitors did something; before I realised they didn't. I think this is because they break the fundamental design rule of "Form Follows Function" (see www.youtube.com/watch?v=2u6HTG8LuXQ&ab_channel=GameMaker%27sToolkit, but particularly 06:20). These simple visuals conflict with the Player's understanding of games as a media and so lose clarity.
  • Sometimes I would get stuck on corners. Consider using circle colliders or another method to allow the player to be guided into their intended hallway rather than get stuck. This is known as Forgiveness Mechanics (see www.youtube.com/watch?v=HCnZhs-92j0&t=655s&ab_channel=GDC and is a useful game design trick in all games, but particularly platformers.