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(+1)

Oh, very nice. I played a few levels of this at the beginning of the rating period, thought, "yeah, sure, not bad" and then put it down. But I just came back and played the rest of the levels. There are only a couple tedious ones and some of them are really excellent. I appreciated that you have click to start/stop drawing as well as drag.

Thoughts for improvement (dunno if you're planning to work on it more):

  • It was hard to tell exactly how big the chicken was. The grid lines helped, but it was too many spaces to count on the fly. Some graph paper has slightly darker lines every four or five cells: something like that could help a lot, especially if the larger grid was the exact size of the chicken (and you placed the background carefully for each level, though maybe that would give too much of the solution away in some cases).
  • You have to be careful not to move the mouse while clicking or it's interpreted as a drag instead of a click. It would be a nice touch to pretend that it was a click if you drag less than, say, two line segments before releasing the mouse button. Not something you'd expect to see in a jam game, of course.
  • There were one or two levels that I would have liked to replay: a way to switch levels would have been nice. Even in a jam setting where you don't want to waste time on a level-select screen, sometimes you can let people switch with page-up/down keys or something. Or even just left-click to go on, right-click to replay?
  • I don't know how it would fit into the code or the gameplay, but it would be cool if it limited the slope of the line. I had to restart a lot because I twitched the mouse and made a bump that was too steep for the chicken. Which was fine on the shorter levels, but frustrating near the end of a long one.
  • There was one weird drop in the difficulty curve (after the first hard one, then there's a super easy one where you just draw a line up and over the block in the middle? It starts the segment where you build up to keys in three of the four corners). It was fine. It was actually nice to have an easy level after the previous one, but it was so easy that I kind of thought "why is this here?"

But yeah: awesome game, nicely polished, solid level design (and lots of levels for a jam game). Big thumbs up from me!

--Josh (part of teamwintergreen for the jam)

Wow, thanks for the comprehensive comment.

The "size hard to tell" complaint we've gotten quite a lot now, so if we were continue the game we would propably try to find a better hitbox (instead of just a single collider).
As for the drag-click issue, i think it's just the timer we used. If you click for more than 0.2 seconds it counts as a drag.

Slope limitation goes into a similar direction as marking the slope red when it can't be climbed, but completely preventing steep lines might feel even better. Then you wouldn't be able to draw vertical lines to make the chicken turn around, so i'm unsure about how well that would play out.

I've answered this in a nother comment as well, the order of the levels is a bit random. It's hard to judge difficulty when your'e the one making it :)

Thanks again for the feedback, it's appreciated!