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(1 edit)

(Testing games now out of curiosity; better late than never. ;))

I have just played my way through the game; here are some observations.

  • I like the main mechanic of setting the spikes to the higher platform you reached, it is witty. I was surprised how level 2 already got somewhat hard! Anyway, I managed to get to the end of the game.
  • I am unsure how the game relates to the constraint (‘Life Is A Tool’).
  • The controls are based on a QWERTY layout, while I have an AZERTY keyboard, so I had to move left with the equivalent of Q instead of A! I do not know the details of SFML’s API, but I guess you have a way of getting the physical positions of keys (I know you can in SDL2 and Love2D, for example). Also: this may sound silly, but I was then afraid that ‘LMB’ meant some other buttons that would map weirdly to my keyboard, although this really was ‘left mouse button’. XD Maybe write it fully?
  • There is some die-and-retry, because you cannot assess in your first try where the lower platforms are without going (in levels 2 and 3, for example). Not necessarily a drawback in itself, although I tend to oppose die-and-retry; I suppose it depends on people.
  • I felt the gun mechanic might be somewhat underused; you can beat some level without shooting some spots, that do not seem to be either helpers nor traps.

My takeway is that the main mechanic has potential. You could make an interesting puzzle-platformer by combining it with some other ideas (the gun may be a trail).

(+1)

Ah i see some of these problems now. For the third point i totally forgot that everyone didnt use the QWERTY layout, In the future i'll just put a controls editor so anyone can change any individual key. For the first fourth and fifth point this comes down to my bad level design,

I had put off making levels until 2 hours before the late submission deadline and mocked up some levels that weren't exactly linear in difficulty and in the process made switches in some levels kinda unecessary, In the future i may come back to this game and update these levels. Thanks for your feedback!

(+1)

No problem with the game not being perfect, it is bound to happen with short deadlines. ;) I see Game Jams as an opportunity to create prototypes, test ideas out, hone your skills, and get (nice and polite) feedback.

I had put off making levels until 2 hours before the late submission deadline

As a point of interest, I did even worse as I designed mine in the last hour. My second level was literally unbeatable (the kind of risk you take when your genre is puzzle-oriented).

Thanks for your feedback!

Even if the votes have ended, I am reviewing the games to help with some remarks, as I think these are more important than grades without explanation. I have started with yours since I noticed you went onboard late. ;)