Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

JojoBailey

3
Posts
7
Followers
A member registered Sep 05, 2019 · View creator page →

Creator of

Recent community posts

I think focusing complexity on the areas and items that lead the character through game play is key. Everything else could be simplified. I was so shocked in the reveal of the room when coming from behind the dresser and i think thats a very successful aspect of the game! 

With such an open space though its hard to navigate and figure out which direction I should go and which areas are intended to be explored and which should not. The area in front of the doll house is a bit over loaded and I do think it's a great idea to diclutter it just a little bit. I found myself having to jump through the area and wasn't able to do much walking. This could be solved by giving the character a gliding jump since she has wings so that the player and do navigation from above the plane.  That could also asist in game navigation as well. 


As for the lighting I don't think there enough variation to get any feelings from it. Finding the warm night like doesn't have a reward and being the the cooler light doesnt have a consequence so all in all it doesnt have much impact. I think in order to convey the feelings you're going for you would need to add music/sound effects and then the consequences/rewardds i mentioned earlier. 

All in all it's looking awesome! It's crazy how much you've gotten done on your own! good job! 

i love the environment so far! The overall scaling and modeling is great far and it really feels like a snowing scape. I would suggest using a tillable texture for the snow to gave it a little extra variety, just something with a small amount of grit. 

When moving into the final I think giving the character some direction on where to go is prevalent. Also giving the player information about why theyre playing and what theyre playing. Maybe this is solved with a narrator? I can't wait to see the puzzles! 

I really enjoy the over aesthetic and feel to the game. Since we can't pick colors yet I can say i still feel an associating/connection with it. One critique on the looks of the game is with the tilable brick. To me it reads a straight lines from far back and looks a bit like a screen glitch. I catch myself focusing on them and feel that they distract me and I should be looking at the background. I would look for a way to simplify that part so that the eye can focus on the detailed gorgeous areas. 

I truly enjoy the solid brand to the game. It very very cohesive. 

I feel the mechanics need a bit of extra love though. The jump is a bit wonky and stays high up during game play which made it hard to collect fruit. I really enjoyed the destiny jump from the first version.  I do enjoy the collection sound effect! 

I think you could make the fruit collection a bit jucier by maybe adding fx upon collection as welll! Point system or a spray of juice?