On another note, you can get past the spikes in the right by dashing through them, the tutorial on that screen teaches you how to remove your soul to get the dash.
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Hey, thanks for playing :)
The game is pretty hard and not very long, as it was made in just a week for a game jam. I do wish to revisit this project eventually with new content and rebalancing, but it'll probably be after I finish my current project.
Hello, thanks for playing and for the feedback!
About the difficulty: We're going for a little mix of puzzle and precision platforming, so while some levels are more about thinking about the solution, others will be about getting your jumps right. I'll definitely be considering difficulty options, thanks for the sugggestion.
By changing the "sound jump", did you mean the jump sfx? I'll take a look at it!
Sorry for the late reply, just got some time to play. I really enjoyed the changes, and it feels a lot smoother right now!
One little piece of feedback I'd have is that, although the platforming sections difficulty is fine, they can be very punishing of mistakes. I'd love if there were less instant killing traps. That could even come with a reduction on total health, that way you could balance how many mistakes a player could make for a certain distance between save points. On that same note, I got really frustrated on a section were a key was far away from the lock (near the elevator area). Having to redo the whole section for every mistake makes it frustrating, so it would be nice if there was some leeway.
As of the last time I played, the visual are great and I love how surreal the world feels! Do you have a release date in mind for the full version?
I love the aesthetics! The backgrounds are just amazing, and I really like how surreal the world is.
I feel like the platforming feels a bit clunky though. The character feels heavy, slow and floaty(even when he's not floating). I think I'd enjoy it more if the gravity was stronger and the player moved faster.
The floating mechanic is cool and could lead to some very interesting platforming. I think it would be nice if there were visual changes to the character when his floating time is close to ending. Maybe show the floating time bar close to the character?
I'll be looking forward to see more about this project!
Consegui 200 pontos. Ficou massa considerando o curto prazo de desenvolvimento, a gameplay ficou bem rítmica. Acho que seria legal desenvolver mais a ideia com inimigos diferentes que forçam o player a se mover mais na horizontal, já que da pra só spammar cima e baixo infinitamente..
Jogo hardcore hahahaha. Musica muito agradável, acho que foi a unica coisa me impedindo de dar rage quit.
Personagens fofinhos, mas uma coisa que me incomodou é a mistura de pixels de tamanhos diferentes, o que acaba deixando o visual inconsistente. Por exemplo, o fundo, os personagens e as plataformas estão todos com tamanho de pixel diferente.
Achei as mecanicas de platforming bem feitas e responsivas, mas os inimigos são dificeis demais, a mosca por exemplo é muito dificil de desviar ou acertar ataques nela. Acho que aumentar a quantidade de tiros disponiveis ou simplesmente deixar eles ilimitados ia ajudar nesse quesito.
Muito fofinho! Consegui chegar no final e curti a mecânica de trocar entre os dois mundos. Seria legal se tivesse alguma interação entre o dois, tipo ter que pegar um item com o personagem vivo pra progredir com o personagem morto.
Gostei da musica e das animações! Gameplay bem desafiadora, curti o level design. Achei controles são um pouco não responsivos, deem uma olhada em coyote time e jump buffering se quiserem ideias de como melhorar. Tambem achei o dash estranho ja que ele não preserva a altura.
Gostei dos visuais e da música! Desisti depois que entrei numa porta e voltei pro começo. Tinha uma parte com duas portas, e os personagens estavam falando simultaneamente tornando impossivel ler.
Thanks for playing!!!
A lot of people asked me about checkpoints, but I think that would break the flow of a stage. I believe the bigger issue is that the game can be quite challenging and there isn't a lot of time for the player to really learn the mechanics before things start to get crazy. To fix this, I'm plan to make a few more stages and smooth the difficulty curve between them.
The ghost highlight is indeed a bug, and I found another bug with the vases by watching your stream :P. I'll get them fixed in the next version. I'm hoping to do a small QoL/bugfix update and a larger one with more content.
Yep, an slower introduction of the enemies is a great idea and would certaintly smooth the difficulty curve. I guess there's quite a bit of information with each enemy introduced, so there really isn't much time for the player to really learn their behaviour. Thanks again for the detailed feedback!
Hey, thanks for playing! Each enemy has a fixed pattern, so the idea is that the player has to learn them and roughly map what's going to happen on the near future. I think the "going back and forth" strategy probably wouldn't work as you progress in the game. I do agree that there is a lot more space to be explored. I'm a bit curious, how far did you get? Also, thanks for the feedback!
Yeah, I know the time limit can get pretty tight to do art, music and programming, specially if you're going solo. So good work on managing to deliver a complete package in the end!
On another note, not sure if you synth your own instruments on lmms, but there's this great synth called Vital, and it's completely free. Maybe it'll help finding the 'right sounds' in future projects! It certaintly helped me.
Hahaha I'm happy to hear that! Well, unfortunately the only tip I have is: keep making stuff! Jams are great for that since you can try so many different ideas without having to commit to a bigger project.