I’m really glad you enjoyed it. I am definitely considering making a full version of this game. I’ll let you know if I do.
Flown
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I really enjoyed this! Though I do agree with the other people here that the controls were slightly too unresponsive. Since most of the money spent seemed to come from getting a few expensive items it felt like when I was moving fast I would come across an expensive item but then be unable to turn quick enough to get to it without stopping and turning around. This lead to me playing the game much slower which was less enjoyable (although still pretty fun). With that said the game was very polished and easy to pick up and play, I liked that the game was intuitive enough that I was able to understand what to do without any tutorial.
- That’s a good point, I never considered this.
- I ran out of time to do it, but one thing I was considering doing was making the multiplier balls multiply the effectiveness of all balls in the scoring zone (i.e. it would increase healing and damage given by balls, not just score) which would not solve the problem of them being useless on some turns but would help make them more worth taking overall.
- Another good point, not something I considered but I will definitely try it.
- This was actually originally how the game was going to work, then I decided that it should only be for the boss fights, and then I ended up prioritizing implementing other mechanics.
- I did consider making the amount of balls on the board be a percent of the size of your bag (though I never considered 100%) but didn’t have enough time to try it.
Overall I really appreciate your feedback, they’re all good points that I will be considering in the future if I expand on this idea.
”” Heavily inspired by Celeste and Portal (and Portal 2), Déjà Rêvé is a– wait, I mean, it’s not perfect, but it’s certainly a not bad choice for a fan of both series! “”
As someone who enjoyed both of those games, I agree, this was pretty fun! I think that the game had a surprisingly good difficulty curve without having the later puzzles be too easy.
I think that some of the earlier levels could maybe a little less focused on difficult platforming and instead focus on the puzzle aspect (Especially the coyote time one, I agree with the person who said having a level based around coyote time kind of defeats the purpose of having coyote time in the first place).
I love the little kick that your player does to the boxes instead of just pushing them, it made them feel so much more physical and like they had real weight to them.
I read the explanation and I’m still not sure I can quite see how it fits the theme, I think maybe having each level be a small variations on the previous one would have helped.
I like the hair colour changing to represent which portal you have selected (very Celeste inspired), and I also liked that your portals didn’t reset when you died.
Overall a pretty fun game!
Really nice game, I think the puzzle clues were great!
People have already mentioned being able to spam click through all of the puzzles so I won’t talk about it too much, but…
I think that one of the main reasons I felt compelled to spam click to solve the puzzles was because the letters kept switching automatically every few seconds meaning I had trouble figuring out where in the loop I was.
Overall I think it was a really good concept and I think that if you tweak it so that the letters don’t switch automatically and fix the spam clicking thing it would make for a great game!
Also congrats on your first jam game!
Pretty fun game! Some of the coins were just slightly too high to pick up off the ground without jumping which caused me to run under them a few times without really understanding why I couldn’t pick them up, but other than that I quite enjoyed the platforming and trying to efficiently collect the coins.
This concept seems like it has a lot of potential, I wasn’t quite sure I understood what I was doing though, I used two dash genomes to get to one of the farther nodes and got a less valuable plant then when I used a normal genome to get to the closest node. Overall, I think if I had some more time to figure out how the game worked I would have really enjoyed it.
There’s something about this game that I really like. It would be cool to see a full version at some point with the ideas more fully explored. I enjoyed trying to do the levels as fast as I could. As for some improvements I think it could use some square hitboxes on the objects because I felt like I was constantly slipping off of them.









