Yeah, no problem lol. I really really get having to prioritize in such a short-form jam as this. I ended up only making one level in my own project because the coding got the better chunk of my time in my own project tbh
I appreciate you taking to the feedback well
So I'm sure you'll continue to improve!
daiben1990q
Creator of
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Hey there!
Noticed a lack of comments so decided to break that streak
Def see how the special object fits in, after all, its an egg tomogochi puzzle. But… where is the cheap copy aspect?
I can’t give too many thoughts here overall due to the game being small scope. What I can say is that your game ran fine, I cleared the puzzle and got the screen “Thanks for playing”, and didn’t come across issues at all, so it worked good and didn't have bugs . My biggest piece of advice would be to aim for a larger project the next time, and you'll probably get more feedback overall
Nice work getting it submitted still, keep on learning, and hope to see more of your work in the future!
Hey there! As others have said, the game looks good for how short this jam is, tho I know it draws heavily from Hollow Knight that is still a good thing. Having a dedicated artist shows here for sure.
You scope as well is pretty ambitious, having a couple movement abilities to unlock and multiple enemies and a boss, so nice job pulling through with all of that.
I have a couple critiques tho that hopefully will be helpful.
First, as one of the commenters below was mentioning, the spike pit towards the end of the level is a death trap because you can’t see it below you but you have to jump down to know to dodge it, so more than likely people will die due to not knowing what to do the first time. In level design—particularly platformers—that’s called a leap of faith, and you generally wanna avoid that if you can in the future
Second, another person mentioned the range of attacks not being enough, so you get hit a lot. That may be fair, but I think the issue is largely due to not being able to be safe when hitting enemies without some insane spacing due to a lack of knockback or hitstun on your attacks.
Either, or both, of these techniques would work to keep people from getting tagged back from enemies. Hollowknight itself uses knockback, pushing enemies and you away from each other whenever you land a hit. Some other games cause enemies to stagger and pause their current actions when they get hit, but that can certainly result in players bullying enemies
Lotta words, hopefully not too much, but just a couple things that could be helpful in the future
Overall, I think this was an impressive project to get together in such a short time tho, so good work and would be happy to see what you do in the future!
Honestly this is really good for a game jam of this scale. The scope is really well managed, I didn’t hit bugs, having both AI and local multiplayer is ideal, the game is aesthetically cohesive, and it controls well
I think the only thing I was wanting was more control of where the ball went. Maybe I just wasn’t understanding, but I couldn’t figure out how to alter the ball’s (egg’s) speed or angle when hitting it. I may simply not have understood how but would want to be able to do that so that I can outplay my opponents or the AI by firing where they are not or will not be able to reach quickly
Either way, its a strong game, so really nice job!
Unlike others here, I did get your game to play and tried it out for awhile. It did fight me as it kept getting blocked by windows firewall, but I got it through
Took me a bit to categorize this game, but its basically a rhythm game mechanically. In that way I have some feedback. Having it speed up as you play is the right call, def good for it to get harder and faster and require more focus. I also like you adding additional junk types. Although the ones that move differently are the important ones to add while ones that look different just help the visual variety.
I was initially confused by how the speed of bombs and hatching eggs are different than the other eggs as at later speeds they start overlapping other eggs and requiring a double tap to clear both of them. That sort of action is a good thing on its own but would likely be better portrayed with two eggs closer to each other rather than then overlapping cuz that confused me initially.
As well, another good way to scale the difficulty as the game goes would be to have eggs that require different inputs to clear or multiple belts you have to manage at the same time with different input. Course, those sorts of decisions are yours, just some ideas
Overall hope this feedback is useful for you I like the concept and liked giving it a try!
I’m impressed you managed to complete a puzzle game, even if a clone of an existing design, in this period of time. Maybe its just me, but puzzle games are usually pretty programming heavy to get to work properly, so good work with it!
I found one issue of note, that being when pieces are at the right edge of the play field it often messes with your ability to turn pieces properly. Sometimes you are unable to turn pieces in the right side at all, and sometimes it just pushes the pieces—like with long pieces—away from the wall making it so at higher speeds you can’t really get a long bar into a chute that is higher than halfway up the screen if its on the right side. It gets pushed from the wall when you turn it vertically and then you can’t get it to the right side again in time.
Otherwise, while not a big deal, it may be worth looking into RNG mitigation. Just like old NES and Gameboy Tetris, you can get spells of the same pieces or not get pieces. That may be intentional, but it can be better to create a system that prevents full RNG. For instance, creating a metaphorical bag of every piece, and every one has to appear and the bag has to be emptied before it is refilled. So you always get a variety of pieces.
Anyway, thought you did a really good job so thought it worthwhile to give some constructive feedback for you. Oh right, also really appreciated the variety of music choices, is really fun. Overall, enjoyed the game and best of luck going forward!
The graphics while simple have a good charm honestly and read well. Very much has the vibe of a cheap copy without feeling like an outright copy of anything aesthetically
Outside of the level exit simply locking you in place, game behaved very consistently. No explicit bugs or crashes or issues so nice work on that
My largest nitpick is with how air momentum is handled as it relates to platformers. Getting into the weeds here so sorry if this comes off nitpicky
Its hard to control where you land because when you press the opposite direction you are traveling in the air, it resets your air speed to maximum in the opposite direction, which is snappy, but imprecise as you it sends you a whole block in the other direction often times when you just needed to slow down your current velocity to just a few pixels less far.
Simply changing the behavior of pressing the other direction when you jump would do a lot to make the game control better, which goes to show that this has most everything it needs to play well. Hitting blocks feels good, the movement on the ground feels good, bouncing off enemies feels good. So despite my one criticism there, this is a really good prototype.
The last thing I’d mention is that if you have the time in the future, creating build executable might get you more players and feedback in the future, cuz the project required that I have the most recent version of GameMaker installed to play your game and to open the game as a project to play in editor, which a lot of people may not be able to do or bother with tbh. Nonetheless, enjoyed your “Rated #1 Most Original” game!
Glad that you liked it! For something as simple as this, a web game would probably work well. I made it in Unreal since I'm learning how to do 2D projects in that engine alongside some 3D projects I've worked with in the past, but only really packaged for PC. But it is a bit of a pain to download stuff for a game jam. I'll keep that in mind for next time
Hey, Ahmet, I am glad it drew you in. I was unsure about it until I got the movement working along with the hazards, and then I knew I could have a prototype that felt good to control at least lol. I def wish I spent more time on levels and developing them. Out of the whole time, probably only spent an hour to hour and a half on level design but with another day I could add a few more. Thank you trying it out and for the comment!
