Nice Game. The beginner's guide is clear and easy to understand. The map guide and the flow are providing a good experience. I really like the mechanics of cloud, bubble, and double jump. They all serve the goal of lift/up but in different ways. What needs to improve is the control and the animations. I felt the movement speed was a bit slow. The jump animation is too linear. The moss grow animation is not providing feedback quickly enough. One thing I have noticed is that the dash distance in the air and on the ground is different. Is that on purpose?
Kasssssss
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What a satan simulator lol. A different view of the trolley problem. The game is pretty fun for the first attempt. But the experience dropped dramatically afterwards. The Upgrades were repeated, and no clear branches. The first part of the game is to grab and roll over as many people as you can. The second part became clicking whichever upgrade is lit up. Some suggestions (if the developer wants to keep developing this game) will be: 1. Set up clear upgrade paths for players to choose. 2. Allow players to expand or add paths to the railroad. 3. Repeatedly grabbing people to the rail is boring. Need some more interaction.
Overall, it is a fun puzzle game. I really like the tutorial levels that don't need any words to explain what you can/can't do. The green slime acted as an implicit difficulty in the game. The larger map diluted the sense of repetition, making it more than just a puzzle game. A few things I think could be better are: 1) Faster input makes the game smoother, especially on the large map. 2: immediate reset when pressing R. Sometimes, I knew I would be attacked, so I wanted to reset right away rather than watch the attack animation. 3. Death animation for the frog is weird. Why would it explode? It doesn't really fit the world.
Fun game, I like the ability set and reroll mechanism. Some of my personal opinion:
The map is a bit small, when there are a lot of enemies I end up drawing circle because I don't have enough room to go around the other way.
I'm not sure if there is an ability that allows you to heal when you do damage, but the cost of reroll is a bit heavy especially towards the later levels. I think having some collectables to be the cost of reroll will be better and players can decide to pay health when the collectables are not enough.
The randomness is completely based on the Unity Random.range function and I do feel that is a bit cruel to the players when rolling a bunch of negative effects. I do plan to adjust the game to be more fair to the players and add new objectives rather than just stay alive. Thank you for your comment!
FIrst of all thank you for your comment. Initially I was thinking that if I make levels for the gamejam it will take a lot of time to make an interesting level/map for the players to play and that's why I went for "not dying". You're definitly right about adding some collectables and some other objectives. Just rolling the dice and try to stay alive does drain the interest quickly. Lastly I really like the idea of giving some other ways to deal damage. It reminds me of the character Kite in HunterXHunter. I'll polish the game more after I finish the other project. Again, Thank you!

