I haven't completed it, I want to complete all games that I play, but rage games are not something that I like to play much time and as I mentioned levels are too long, and since they are the sema but with longer path, after I tried the second one, I left the game and I have no idea of how long it took me sorry.
Covenauta
Creator of
Recent community posts
Actually, getting over it teaches the player as well as other games of the genre, but they do that in a different way, you have levels, but on those game there a big map and some sections of the map have the purpose of presenting new challenges, for example on getting over it, first you are in a platform with any obstacle where you just have to move to the right, (so you can learn the basics), then you find a tree that requires you to claim, but you can use impulses to fly over without maintaining the character on a correcto position all the time, then there are bigger obstacles until you'll start to claim seriously in a steep direction (the real game), the learning curve is high form the beginning but it exist, even if difficulty is the main feature the first area function as a tutorial.
making a random search I found this video which explain better than I how getting over it actually has game design that teaches the player:
Maybe it's about found the right public, I prefer games with goods mechanics than goods stories. Maybe the point of the game was other and the story result in a slop, but maybe you can cut it on small pices and spread them on the game, the matter it's to have a mental image of what you game should be, then choose the right features and put them on the right time for the right people.
Nice game, was fun to learn how to use the controls, has some bugs but every game of the jam has them XD, however, the level design seems non-existent, because seems like the next level it's just longer, when levels in games are made for a purpose, for example teach the player a mechanic, on the first level I take some time learning how to use the helicopter without any practice and I have never pass the first turn to the left, but I tried to second one and this was easier, because it starts with a wide zone where the turn to the right was more open and less straight, that makes it more easy to learn how to turn the helicopter. and I thought that the smaller buildings will help, but seems like the colliders are the same, the environment's features often are used to teach things too. Think on the level with a purpose and modifies the environment to help the player as the same time you provide enough tile to learn.
Yeah probably, I usually makes top-down games, and I only implement the basics of platformers like coyote time, but result not being enough, for example I did not make time to create a better camera, on platformers usually it doesn't follow the player exactly as in top-down, was an interesting experiment to me XD. I realize that platformers movements are more complex to what I expect.
This is the best presentation that I saw, but gameplay was not fun to me, there a more level than is needed, and the mechanic is memorize all you could, but then you'll just have to press every side until find the way, it's like there's a single change to apply the mechanic and then just press button randomly for the rest of the level, yeah levels are built with patterns to make it easy to remember, but in my case i felt frustrated.
well, was a weird experience XD, the story was fun, but most of the time I didn't understand completely what I was doing, for example some objects need to be used with space, pero others just to touch, that's a coherence problem, and collations are the weariest, but at lease pass through them was fun XD, maybe because it feels like hacking the game XD.
Muy buen juego, me encanto el final, pero urgentemente necesitas aprender ha hacer coyote time para que los saltos se siente mejor y más responsivos, también como puzzles me parecieron originales en tanto el uso de sus mecánicas, como concepto esta muy bien, en mi familia la enfermedad esta en la sangre y hay una probabilidad que la herede, ese es uno de mis mayores miedos, por otro lado el uso de la temática no es tan bien aplicado pero zafa.
Una experiencia buena e interesante, lo único es que se buguea muy fácil, como hagas una cosita fuera de la línea ¡bug! lo tuve que repetir unas 3 veces porque hacia algo que lo bugueaba. por ejemplo si te chocas con un muro y le das a la flecha contrario el juego levanta tu personaje un poco, pero se puede repetir hasta volar xD, el tema es que luego de hacer eso no pude completar el juego por no alcanzar el item JAJAJJAJAJ. También la vez que lo termine, casi lo reinicio, porque cuando apareció la escena en que te persigue el tren flotante, yo estaba muy atrás y el tren apareció delante y siguió, cuando lo perseguí el estaba quieto y yo atrás, dándole para delante lo pude trepar por su espalda porque tiene colisión, pero al treparlo me dejo volando, aunque esa vez me volví a acercar a él y con su meneo pude hacer que la hitbox me bajara lo suficiente xD.
Muy bueno, de seguro es uno de los ganadores, el único detalle que criticaría es que es un poco incomodo tener que usar enter para seleccionar la opción en los menus, tipo solo se usa para eso y desentona con las otras teclas, algo común de los juegos es usar un botón que sea de típico uso mientras juegas, en este caso le iría mejor la flecha arriba.