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A good little attempt at a platformer, visuals were decent and audio added to the overall user experience. Effort was clearly made towards the non-gameplay polish part of the game, which is entirely fair when a game's mechanics can be fairly basic. Submission was easy to access, with the exception of a lot of .dll files, but that isn't a major problem.

The key issue is regarding the character jumping, which appears to be tied to framerate. Through some magical tweaking (e.g Vsync) I was able to play the game properly. Did you use Delta Time in any way, or was all the physics updated every frame? Was the engine you chose the most appropriate for physics-based jumping? In addition, the rest of the game felt a bit empty at times, giving the player a clear goal or progression is a significant part of retaining player engagement.

In summation, this is a decent submission with some oversights that did spoil it somewhat. Some more attention to the gameplay would go a long way for this submission, but great effort nonetheless.

For this game I wrote the physics for the movement and jumping from scratch with delta-timing implemented (or so I thought) but then also ran into these same issues when testing the game and was unable to resolve it in time. I used the framework Love2D for this submission and spent a lot of time writing the core systems for the game when in hindsight it may have been more productive to use something like Stencyl or Gamemaker instead to get the base 2D-platformer aspects completed quickly and allow for time to focus on more interesting and important gameplay elements. Our team had lots of ideas for Kirby-like gameplay mechanics such as stealing magic powers from defeating enemies that I would have loved to implement in our game but were unfortunately not able to be included due to time constraints. Thanks for playing and reviewing our submission :)