I loved the art in this. Really good use of the limited pixels.
Recent community posts
The game was constantly eating my inputs.
My first thought would be that maybe you were checking a button down event in fixed update?
That being said the art was really nice and it seemed like it could have been quite fun otherwise.
Brave to make a local multiplayer game for a jam.
I really liked this concept. When it was flowing, it felt really good to play.
The catching bug is probably being caused box collider edges getting caught on each other. An easy fix is to increase the edge radius of the player collider, that'll give it rounded edges and that'll stop catching.
This was really fun. I dig games with minimalist control schemes and this one did it real well.
The art is also super stylish and top notch.
The camera and some of the UI was odd for me in fullscreen mode, but switching to windowed fixed it. I wouldn't worry too much about it cause I have a non-standard aspect ratio screen, and it's way too narrow of an edge case to worry about for a jam.
Thanks for the feedback :)
I am starting to see that I didn't quite communicate it well enough, but I had meant for the doors to be a risk-reward decision. Do you take a temporary setback to open the permanent shortcut, or do you continue on without a safety net? Like a reverse of Shovel Knight's breakable checkpoints. So the way you played was one of the intended options.
In hindsight though, I think there are a number of reasons they don't quite work, so they'll likely just be regular unlockable doors in the post jam version, lol
I completely agree with all of your critiques and suggestions.
After the frenzy dust of the jam settled I looked back and now I kinda think I made some design sacrifices for the sake of aligning with the theme that I probably shouldn't have.
The post jam version is very unlikely to have locked door deaths (for the reasons you laid out and also because i think the hurts the exploration to not walk through the door you just unlocked and see where it leads for yourself) and I was also talking about the design with a dev friend of mine yesterday and we came to a very similar conclusion about the placement of the hearts.
I really appreciate the time and thought you put into this, and am super glad you enjoyed your time with it :)
Even though it's a little janky, it was probably one of the more fun one i've played.
What was the intended solution to the last level? I ended up getting it without any trails, but I think i might have cheesed it.
Very good game. Lots of fun to play.
Would have been even better if it was easier to see more of the level. I got hit a fair bit in situations that felt a little unfair cause i couldn't see the enemies until the last moment.
Was a fun game. The art was cool and having the red accents as indicators was a nice touch.
Sometimes the collision felt a little rounder than it looks like it should have been, but I still enjoyed it.
As for the 'how' of it all: the secret is reusing existing tools from previous projects where possible (eg the camera control system) and very little sleep.
My take on the theme was little ...interpretive, I guess lol. I was trying to make a game where each death would provide a help for progression in the next life, by either dropping a health pick up or unlocking a shortcut.
Very solid game. I loved the art and the iso style. It was almost mesmerising once the unit counts started getting really high.
Would have been great to see some more unit variety, but overall very good.