Definitely some heavy nostalgia vibes here but overall a solid platformer. I didn't find it too difficult and I found your wall jumping system worked a lot better for me than most, but I also don't play a ton of platformers so take my advice with a grain of salt. I found navigating menus fairly easy but the dialogue was a bit long winded at times.
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Blokhed Jelli's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #6 | 3.583 | 3.583 |
Graphics | #6 | 3.833 | 3.833 |
Gameplay/Design | #6 | 3.667 | 3.667 |
Audio | #8 | 3.500 | 3.500 |
Fun | #10 | 3.333 | 3.333 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
>feel of the mechanics
>navigating through the pause menu
>game difficulty
Comments
It's classic and looks good. It's not difficult, although I lost a lot of lives due to my mistakes. I feel that the instructions on which buttons to use are not very clear. It glitched for me on the third level when I reached the girl behind the pink thorns. Still, very good job.
Yeah, when I got to the first Jelli, I got stuck in the wall sliding animation and the game froze.
I liked the walljump mechanics, one of the platforming sections in level 2 was legitimately quite fun!
I wish there was some indication of how many honey buns you needed to unlock each level - you'd think with all the NPC dialogue stuffed into the first level, there'd be some actually useful information conveyed lol. It's also odd to have a game designed around replaying levels, but the levels also completely reset when you return to them?
Some of the sections seemed a bit unfair, for instance in level 2 at the big hat guy there's some honey buns underneath, but when you jump to collect them you jump into some thorns you couldn't see.
Also, I was kinda the opposite of Steventus - I didn't realize you COULD beat the enemies & poison (?) flowers that dropped from the ceiling by jumping on them!
I appreciate you playing and apologize for the game freezing on the first Jelli. I'm so glad you enjoyed the walljump mechanics! The world map shows how many are needed, but you're right, I should add how many you need to the dialog which I can cut in other places because sheesh its a lot😂
The levels being completely reset is something I'm contending with changing, but I wanted to get some more playtesting first to decide whether it needed to be changed.
And you didn't know you could beat the enemies by jumping on them? I might need work on the reading of some of these enemies.
Thanks so much for your honest feedback. It's given me a lot to consider and work on!
Well it's more that if something poisonous drips from the ceiling, I'd assume the thing that forms on the ground is also something I'm not supposed to step on.
I know the world map shows how many you need, but I only saw the world map after I beat the first level, and I'm not sure there's a way to see the cost for future levels without getting past the current level?
Actually, one more thing. IDK what the worlds are like later in the game, but for now it seems pretty linear.
So if you can't progress to the next level without collecting enough honey buns... why not just require a certain number of honey buns before you can go through the exit?
I suppose because honey buns are fungible, which means you could get 100% of the buns on level 1 and then only a couple on level 2 to unlock level 3? But IDK, maybe take another look at your overall game design to see what you want the purpose of the collectables to actually be.
The idea is that each level has 20 hunny buns and requires a total amount of hunny buns to unlock the next level with subsequent levels requiring larger amounts as the game progresses. I originally had the exit of the level blocked if you didn't have enough for the next level, but that wasn't received well so I changed it.
The total requirement to unlock levels doesn't require collecting all 20 hunny buns for each level. I guess I could try a middle ground for locking the level exit🤔
Thanks for giving me more to think about.
Neat little game! Unfortunately, I still got stuck even when playing on the downloadable version of the game. Thoughts:
- Mechanics feel solid and good. As a platformer, jumping is great, and even allows for you to do some simple precisiong platforming. Air control is nice and tight. So controls are great!
- Navigating around the UI and the pause menu is easy and intuitive, good job on that! I was able to move around and play the game purely from keyboard.
- Some nitpicks, the obstacle design might be a bit confusing and I didn't realise the liquid dropping from the ceiling would damage you. Making dangerous enemies more clearly and obvious would help round up the rougher edges of the game.
- Game difficulty was alright, nothing to note. The game gives off a casual charm so the difficulty was very simple and easy, which I think fits well.
Thanks for the feedback! I'm sorry that even the downloadable game froze. Your notes have given me some great insight into what might be causing it: NPC interactions smh. I appreciate the obstacle design point. Another critique was about there being too many obstacles. I believe these points go hand in hand. I'll be sure to give better clarity on enemies and obstacles. Thanks so much for your honest feedback😄
I had to restart my PC in my attempt to review this properly, and I still got locked at the first jelly. It's a shame, since it seems like there's an impressive amount of content here; I just couldn't experience most of it.
While the game seems fun (I like me some collectathon and walljump mechanics), it could've left a better first impression. I feel like the first couple stages are a bit cluttered with too many obstacles and don't really ease players into the mechanics that well, and the NPC text can be excessive. If I can nitpick, I wish the music was a little better, and the controls felt slightly floaty. Still, I would've been interested in continuing further if I could.
I'm so grateful for your feedback and apologize for the stunted experience. I think I've narrowed down the cause of the crash: NPC interactions. The levels being cluttered with too many obstacles and excessive NPC text are most definitely points I need to edit down. The music is something I'm refining as well. If you don't mind me asking, what you mean by slightly floaty controls? It might be something I could actually do! Thanks again for your feedback😊
Just tried your game and it was pretty nice! Sadly I got the crash even on the Windows version, so this is my feedback up until that point!
Here is my feedback based of what you wanted :D
Feel of the Mechanics
- Very straightforward and I got the just at the very straight. I had no problem navigating really
Navigating Through The Pause Menu
- Also straight forward, and I understood the options! My only issue though is it seems it is possible to pause the game, but still move the character. I am not 100% sure how I got the bug to occur, but I recall pausing and when moving the arrow keys I could still move my character around!
Game Difficulty
- Pretty easy and I was able to clear all the stages at least till I got up to the first Jellie, to where everything stopped working for me (Got this to happen on the Windows version as well)
Potential Bugs
- After the first Jellie crash I cannot talk to NPCs anymore! Not sure if the two are related. Likewise, I get softlocked when exiting that stage and trying going into the next one!
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