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First of all, thank you for the consistent and honest feedback. So, it's not really the first game we made (it's more like the 6we for me, but for my partner was the second), but it's: the first game I made with someone and that was awesome, the first game that we made for a game jam, the first game where we made ALL the stuff (I didn'd draw so much in my entire life) and maybe the first "story-based" game, even that it's not such a complex and good story in it. It  was a great experience!

Now, we know that, the jump button really sucks. It was our fault that we didn't tested it. We implemented the jump system like 4 hours before the dead line and the last scene was finished 10 minutes before the dead line and we didin't tested it at all. Even that we agreed to include it. We're sorry. We will solve it and publish a more playable version.

Yeah, you remember that it was the first time when we worked together, right? Well, this is the principal reason for the different art styles here and there. Adi likes the more vibrant, saturated colors, but for me the less saturated colors are more pleasant for the viewer. Also, the main menu navigation was the Adi's ideea (even that I wanted a mouse control as well), but I let him do what he wanted. You learn from mistakes. 

[RO] Multumim mult! Bafta si tie si poate impreuna dezvoltam industria asta si la noi.

Now that you've mentioned your previous games, I understand why this game is starting to feel like a proper one (your skills & efficiency improve with each new project). Making ALL the assets is an amazing opportunity to create something unique, and that should motivate you. Using existing assets for websites or graphic design was limiting me and I realized later, that's why I started making games.

Working in a team is sooo much better than solo dev! Your 5 stars will always be 5 stars, but both your 5 stars as a team actually deliver 15+ stars, as far as I've seen. Brainstorming before startig the project will help you formulate 70% of the content and mechanics, prioritizing them, so later, if you discover something more is needed, you'll still have time for it, because the priorities are already implemented. Plan & test! Don't just work with whatever comes up along the way and accept it as ok... 

[RO] Cu siguranta vom dezvolta niste jocuri bomba, fiindca noi avem viziune si perseverenta. Insa trebuie sa te upgradezi constant, in industria asta am vazut ca nu poti sta comod in aceleasi ape. Succes in continuare!