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DutchDave

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A member registered Oct 11, 2020 · View creator page →

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Considering picking this up, as is it looks amazing! I was wondering if you have any plans to make winter versions of these assets? 

Absolute blast to play! Looking forward to the potential future version :)

Thank you! You might be glad to hear this but I do plan on doing one more update adding more content and fixes... That music was made within 2 minutes and is 8 notes on repeat or so, it was the last thing I added and if that weren't the case I would have gone mad during playtesting haha. 


Infinite mode sounds cool, but this is my first Unity game. Although I might have an idea on how to realize it, I'll focus on fixed levels first. Some more tile types to spice it up, which might need hand placing to function as desired. However I could look into the infinite mode only containing the basic tile types as seen in this version.


Anyhow, glad you liked it!

Thanks for the kind words! You got a great game too, by the way, loved it!

Thank you for your kind words! That levels are easier after a few levels isn't true, but due to me not implementing a punishment system for not using all available bounces makes it like that if you don't follow the objective. Simply put, that is my bad and bad design.

However, I challenge you to try again, but now try to always use all available bounces as shown in the top of the game :) Let me know!

Thank you!

Thank you!

Levels being tedious is something that I heard from others too, however, I am unsure where the problem originates from. I feel like having a button to quickly deactivate all walls, maybe a little help tool for how many bounces you have now or a small prediction line might decrease the tediousness of these levels. Let me know whether you think that would help for you, or whether you think the problem lies somewhere else. 

The (de)activation of walls after shooting actually wasn't an intended feature, but you were not the only one who liked it! Although I really have to put some thought into how I could incorporate it as a feature without making the solving process to easy (continuous loop until having 2 bounces left to reach the finish, for example).  

Replay function was planned but, sadly, I was unable to get it properly functioning as I had to address more urgent issues. That being said, I do plan to give it an update adding more content such as levels and tile types, more quality of life improvements and bug fixes (that darn ball not colliding with the finish -_-). 

Regardless, thank you for your invaluable feedback and of course for playing my little game!

Yeah, although a punishment was technically in place it had much less of an impact than I had anticipated. Maybe I will add a score system indeed, as to not rule out finding alternate paths, but this needs some thought. Same goes with being able to (de)activate walls after the ball was shot. People seemed to like that, too, even though it was not an intended feature. Again, needs more thought. I am likely to give it one more update adding more levels, improving the sounds and music (admittedly they were made within 15 minutes..., they were not great to put it softly), and visual effects like bouncing on a wall or reaching the finish. 

Anyhow, great feedback and thank you for playing!

That is some fantastic feedback! Much for me to go on for the next update, likely it's last too, but I do plan on adding some more tile types to spice up the gameplay. Although technically there was a punishment implemented for not using all the bounces it was easily circumvented in ways I had never thought off...shows how important playtesting is, right? Anyhow, it was my first game jam and am quite happy with the fact that I got something finished. 

The (de)activation of walls mid-play is actually not intended, however, since you and an other user both really liked this I will investigate whether it can have a place within the game. The problem right now is that you could technically just loop until you have x bounces left and then take an easy route. Although it was intended for players to find alternate solutions, this is not how that was supposed to be done. But, as I said, I will try and see if I can make it fit within my design. Could you please elaborate on the "allowed for more fun paths." part, as I want to know what made it more fun :) Thanks!

<3 Thanks!

Thanks!

Thank you!

there ya go!


https://itch.io/jam/blackthornprod-game-jam-3/rate/898779

no problem! If you ever want to team up by the way, let me know! I'm a designer with some programmer knowledge. Would love to jam with someone that is more experienced! Totally understandable if not, of course, since it might not be what you are waiting for when jamming. Let me know regardless!

Loved it! Quite relaxing once you get the hang of the controls, lovely backgroud music and sound effects. The watercolor visuals look great too! Although the theme is definetly present I don't feel as if it impacted the gameplay too much. Some levels were very hard (especially at the start) and when you pass some levels they suddenly become easier again. Maybe look into having more complex levels be generated when there's more fly time for the player. The player controls were okay, I'd say that some more predictable control as to where the player goes (especially with the environmental elements such as wind passages etc.) as sometimes I felt out of control where my birb went. Something to consider as well is giving the player a hint of where the fire is, like at the start do a small puff of smoke right above the position of the fire so that the player knows what side they must explore. 

Other than that, again, great visuals (really digged those and the animations!), gameplay is fun once you are used to the controls and great sound effects too! A must try!

Thank you so much! Great feedback for me to act on and see where I want to take this concept. Although the amount of bounces do matter to some degree (some levels are impossible without enough bounces), I indeed should look into making sure it has a bigger impact so you are more considerate of going for all the bounces instead. Again, thanks for your time, it is very much appreciated!

I see, thank you. Indeed, the introduction text should have received some more love. It is good to hear about confusing terms and I will work on more clear terminology, and see to removing the screen distortion for the text. Hope you enjoyed it nonetheless, and thank you for the invaluable feedback <3

Thank you!

 Would love it if you'd check mine out, 2d retro puzzle game & first jam ever: https://itch.io/jam/blackthornprod-game-jam-3/rate/898779

Yo, my first game jam ever and first project in Unity! Would love it if you'd check it out: https://itch.io/jam/blackthornprod-game-jam-3/rate/898779

Yo, my first game ever! Would love it if you'd check it out: https://itch.io/jam/blackthornprod-game-jam-3/rate/898779