oh wait I guess it is called a dodge. My bad!
Yeah I'd recommend developing the enemies a bit further and maybe adding an incentive to fight them rather than avoid them?
Anyways good luck on your test and game!
I think the theme interpretation is really good and the gameplay, while punishing, is simple and easy to understand. The music was pretty good but I am not a fan of the AI generated art. I understand that it was mostly tweaked in photoshop but it doesn't feel different enough. I'm more on the side of learning to do art (even if badly) than to use an AI to make it for me. To each their own I guess. Other than that it's a really nice game!
I really love the gameplay of conserving momentum! I think this game could be really cool to speedrun! I'm not a massive fan of the spherical bouncing things though since I spent so long at the start trying to figure out how I could use to to bounce me in the direction I wanted but that's just a nitpick.
Oh my god thank you for actually beating the game! You're the first person to do that!
I agree easing the player into the levels with a tutorial would be a good idea but I made all the levels and stuff on the last day so I was trying to gradually demand more knowledge of each mechanic in each level with a tip on the main mechanic of the level at the start with the idea that the player could go back to the beginning with everything they learned and go faster.
I think the aesthetic is really cool! The gameplay also has some potential! I think with some more time and polish you could really have something here!
If you're thinking about taking this game further I would recommend a couple things
I think that dash in it's current state could use some work. Maybe add some momentum to it so you could use it to go fast?
I also think the enemies are a bit too immediate in some ways? Like they instantly spot you and kill you. Maybe give them a bit of delay between when they can attack and when they actually do?
The ceilings of the houses also got pretty annoying occasionally, making them a one-way platform might be something to think about.
Anyways great job! It's really hard to make a game in 72 hours!
Congrats on your first gamejam!! This is a really nice start if you're learning a lot of your engine in just three days! I think the use of the theme is also really cool! I do also have some critiques and advice though. For obstacles like spikes and things I noticed the hitboxes were a bit off. I think it's best to have them be at least a bit smaller than they actually look since they give the player more "Oh shit how did I survive that" moments and also makes the game feel less unfair. I think this is a great start for a new developer! Keep up the good work!
This is actually an amazingly creative concept! I love how polished everything is (i love how the sounds increase in pitch as they increase in succession). The sounds and art are amazingly simple and effective. I kind of wish the play could have some more agency with the gameplay since a lot of it is just waiting for a good angle, though I don't know how that would work with a game like this. This is amazing nonetheless!
This is a really cool start. A lot of things definitely needed some more time in the oven but this is a really ambitious project and you got a lot working in just 3 days. The vibe and art style are really cool and if you just had some more time to polish the game and replace some placeholder assets I think it could be really cool!
Thanks so much for playing!
It means a lot to hear that you like the controls since I spent a lot of work on them.
The enemies are admittedly a bit underbaked but they mainly serve as a path since you need to defeat them all. Though they could've been better utilized with more time.
I was trying to deal with the stuckness of the charge punch for a while but I didn't end up fixing it. It's purely an animation bug so it's still functional but can feel bad.
And for the runbacks, the long runbacks are actually there intentionally so players would think that they're doing something wrong. Just about every runback has a way to quickly get back to the start (usually involving sliding and charging). The levels actually have a lot of intentional (and unintentional) ways to skip sections.
And yeah the tall level. There's an easy way through since if you keep walking into a wall and punching down you can basically climb them but it doesn't feel great. You can get a lot of height from sliding down the ramps and charging your punch straight up though.