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Jetsy

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A member registered Feb 17, 2023 · View creator page →

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For a game this simple, I had a lot of fun. The game is mainly based on movement around the world, which is very fun to do. I encountered minor problems like being stuck in a corner, but they could be easily solved by switching the cube mode. For just two modes of the cube, having one button to switch these modes would be better. I kept pressing the wrong button while trying to switch the mode, which became mildly annoying. Although there were sounds for the cube movement, there was no background music or ambiance. The world felt empty and could use some variation or additional assets. The game also felt somewhat rushed or unfinished because as I reached the end, it abruptly stopped and felt like it crashed.

I was unfortunately unable to complete a game due to the glitch in the third level where I kept bumping into what seemed to be an invisible wall. Other than that, the game was fairly polished as I did not encounter any other bugs throughout the gameplay. My biggest issue with the gameplay is the walljump mechanic which unreasonably frustrating especially for this type of game which aims to be a combination of a platformer and a puzzle game. The player will eventually get used to it, but it makes up for most of the games difficulty. I liked the cloning mechanic, however since I had trouble doing several walljumps in stage 2, I had to perform the hourglass switching very slowly, which meant that I was stuck on level two for about 40 minutes. The game felt very intuitive and I really liked the short animation that would explain the ingame mechanics. The music in this game was also pretty good and did not get repetitive which is important in this kind of game.

Unfortunately, this game is in an unfinished state and does not have actual gameplay. The very concept is fairly unique, and I would love to see the game finished one day. The game art also looks pretty good, especially for a game jam this short.

Here’s the thing, when it comes to a game jam that is this short. You need to focus all of your energy on making the game playable, even if that means compromising its looks. After this phase of development is over, you can start creating assets to make the game look better or create additional features that would make the experience even more enjoyable. Also, remember to always save the game after the last working build (if you add some features that break the game, you should have a working build that does not have these features).

Anyway, hope this comment has been helpful, and good luck with further game development

First of all, using plain Python code with PyGame to distribute your game on itch.io is generally a bad idea because it requires people to install python and PyGame (you shouldn’t expect people to do that). And because you did not put any instructions into the game description, anybody who doesn’t know what PyGame is will not play the game. There are ways to convert a Python script with PyGame into an executable, but that is still very likely to be flagged as a potentialy harmful file.

When it comes to the game itself, the concept is very simple; you get chased by a square (possibly a snake) and try to escape for as long as you can. Once you get caught, the game ends.

If this was supposed to be some sort of alternative to the Snake genre, the game probably should not end immediately (which would probably require giving the snake some sort of AI). If this was not supposed to be a snake game, I would at least try putting some scoring system in, to enhance the gameplay. This way, the game is as simple as it gets.

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I feel like the idea itself had a lot of potential and could become quite an enjoyable experience.

However, I did not find the game UI very intuitive, and I spent most of the time figuring out what I am supposed to do. What would help a lot is adding some instructions or descriptions of some of the objects that can be placed into the grid.

It is very likely that you didn’t have enough time to add everything you wanted. For your upcoming projects, I would recommend first making a prototype that is fully working and perhaps making someone else play it so that they can give you some critique, which could help you improve your gameplay. Then and only then, start replacing placeholder objects with actual assets.

I am sorry if I was a little too harsh in this comment, I hope it will help at least a little bit. Anyway, good luck with any upcoming projects/gamejams.