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Controls felt weird on mouse and keyboard since the layout makes it difficult to move the camera with the mouse and control the character with arrows and z / c.   I would recommend changing this to a more traditional WASD / Space to jump / E to unload layout.

Nice work on integrating controller support , which felt more natural.  The camera controls however still felt rather stiff and were inverted (tilting right moved the camera left, and vice versa).

I liked the bright, colorful graphics!  The models and textures really invoked an old N64 style.  I would find a nice cartoony skybox to drop in the game to tie it together a bit more.  I enjoyed the different colored zones for each fruit type.  The map looked nice.

I'm not a huge fan of limiting player mobility in a 3d platformer.  I understand the concept of reducing the ability to jump as you pick up stuff, but I feel that the entire key to a good platformer is the movement, so it should only be restricted if it benefits the gameplay in some way or forces interesting decision making. 

Overall, for only giving yourself a week, this was pretty neat!  You have a solid graphical style going and fixes to the control layout and camera shouldn't require too much effort to polish this up!  Then you can experiment with more level design / gameplay elements.  Good work! :)

I tried implementing a decision-making mechanic in the form of the spike hazards, which you'd more easily be able to avoid if you could jump high enough, but I think the level is unfortunately designed in a way where you can just ignore them. But thanks for the feedback!