BlankShade
Creator of
Recent community posts
Unfortunately the game did not work for me. Like others the consol did not light up, and whatever I tried I could not get any lights to work. Only move a red one, not get things to light up. I'm frustrated that many others don't seem to have that issue, because I would love to play the game they are describing.
A well made project, definitely something to be proud of for your second project. If you want to improve, I would focus on a few things. There currently is no background music during the gameplay, which is relatively easy compared to how much it adds. Focus more on veriety in game play, because right now there is a lot of effort focused on upgrades that only tweak numbers, instead of giving different experiences with those numbers. A big one is that the game now has a lot of wait time. The last 15 seconds of a round nothing spawns, then there is a delay between ringing sound, then text and then menu. I think that is something to improve. Also it might be worth looking into how to make a web version of your next project. For me it was surprisingly easy. And you don't have to develop for web, Unity can export it as a web game after developing it for desktop first.
I quite like the game, but like many got stuck on the first screen. From other responses it seems like some button will appear after long enough, or something to get to the next screen. I didn't reach it, because counting to 200 when 6-9 feathers appear takes very long when there is zero feedback you are getting anywhere. I did review me playing the game, and I hope you find it insightful.
Unfortunately, I couldn't get past the first gameplay section, as the screen went to black. Starting on a long, drawn out intro might not be the best idea. After the first few sentences, I could guess everything else that was going to be said, and then it was a long wait. It was a bold choice to chose as a theme a deadly pandemic.
Despite some shortcomings that you probably already know, it is still good work to have finished a project enough that it is playable (there are other projects who surely aren't ). Hopefully you can use this experience to understand what is within the limits of a game jam, and what is beyond. My first few projects had the same issues, but that is something you learn with experience!
Oh, and congratulations on having a quit button for you desktop app! Way too many people forget them, and you are left with Alt+F4.
I think it is very creative, and a unique idea. I am not sure how much puzzle you can get out of it. By the third, I did use the hints, and felt like I needed them all, and felt frustrated with the cluster of balls. Like an "How am I supposed to know that?" feeling.
There is a bug with the buttons. You can press the x0.0 button, see the answer, then press the x5.0 button, to get a multiplier of x2.0.
I do think adding a simple loping song would add a lot, and that is worth looking into for the next game jam. I know choosing a song is difficult (it was for me), but incompetech that Mark suggested really did work.
Neat little game and nice message. You probably have your own things in mind that could use some improvement. I would focus on the movement, as being able to strive, walk backwards, not turn so fast, would greatly improve the jumping, which was quite fun.
Also, don't forget a button to quit the game, instead of having to rely on Alt + F4 .
Good work on the atmosphere. But the lack of ending confused me. If there is a secret way to not get reset at the end, then I did not find it. And the purposefully unengaging tasks did not want me to try and find it. Not sure if it is intended, but I got passed jumping 200 times because it only checks for space being pressed, and not actually slow jumping.
If the story was that you had to decide to disobey the commands, then I really liked it. But when I walked away, the world just reset, and at that time I quit.
Good job on your first (seemingly?) game jam. The art was very cute, but the mechanics of the game are not so straightforward. How scoring works is confusing, and seemingly way too difficult to predict. There is no randomness in what you score, so that could be computed before hand to show to the player. Why Balatro can do without, is that a single hand played does not loose you the game. But here, making a mistake with placing the items can be an instant game over. Also, it might be worth looking into format strings for preventing endless decimals to show up in the UI.
Very well done for a (seemingly) first project. The interfaces were clear, and everything was well explained. Unfortunately, the puzzle of solving how the green ball moved was not too engaging, so I didn't play as long. And getting to the blue ball did not work for me, since putting in left left left, I moved up down up.
But well done making a quit button. You can't imagine how often I had to Alt + F4 out of a desktop app
Strong music, strong platforming. It seems you've chosen for an instant speed change with the horizontal controls, as opposed to accelerating up to the speed. I find both just fine, but there are people who really dislike this way of platforming. The levels did have good variation, but I didn't feel the level design as stuck in a loop, since beyond the first, they were very straightforward to jump towards the end. I do think the opening text goes too slow. The pacing did get a feeling of being trapped, but too much. That frustration can easily turn people off.








