For the rope mechanics, I assure you it was definitly NOT easy ! I had to work with sinus and cosinus, velocity change... Anyway thanks a lot for your comment !
Le_Z
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Thanks a lot for your feedback ! It means a lot to me !
* For the edge bug yeah, I am aware of this one, I figured out that we can avoid it by letting go the rope a little, and then pull out again, but I know that it's indeed a bug that needs fixing
* You're right, when one of the two climbers are at 0% stamina, it's lost and it's a shame, maybe let go the rope shouldn't cost stamina for the other
* Swinging yourself is a good idea, but my entire game design is based on the idea that you can't, for example you'll have to climb one here and the other there to finally have the swing to get to that place
* Yeah the game lack some player help, for example the jumps are way too pixel perfect and yeah the "grapping area" of a character is not very clear
* I didn't realize the game was this hard, so yeah I was low in checkpoints and that's a shame, I should have added more
I'm not a fan of getting two different set of keys for the two characters (because it's like you have to learn two different set), but I had the idea to make a multiplayer mode which could be great !
Again thanks a lot for your comments, I think I'll make a quick update after the jam to patch some things !
Thanks for your feedbacks ! Yeah it was my idea that each time you have to grab a climbing block, you should press a button with the right timing, it's maybe too fastidious I realize... For the swinging part you should get a climber in a place, get the other at the right of the other and let go, with the swing you can reach another block. That's a shame nobody that people get frustrated before the end of the game because I put a particular attention on the ending with interesting dialogs and visuals.
Nice entry, but maybe too ambitious for a game jam, because having a class system, leveling system and game mode with training is cool, but the core mechanic is not polished enough. Some things you can do to make it more clean :
- A variable jump, more you press on the jump button, higher your character get, like on the Mario games or the vast majorities of plateformers
- Feedbacks when you take a damage : screenshake, frame freezing, animation, sound
- Feedback when you make a damage : blood, sound, ennemy, animations
- Feedback when the ennemies are attacking, a change of colour on the sword has not so much impact, so we need an animation, or a sound
In overall, it's very impressive the quantity of things that are in this game, and it's quite good ! But maybe for the next game jam, make a more simple mechanic and polish it until it's perfect.
Wow I am so impressed of the quality of this game, it's really a nice game with even a leaderboard ! A bit hard sometimes when you should click on separate objects very quicly, an idea for that is to bind some keys on each type of object where you can interact, like the very good game Yoku's Island Express (if you didn't played it yet go for it)
A very nice game ! Graphics are good, sound and music too, controls is precise, my only advice is to work a little bit your difficulty ramp, I get that it's supposed to be a hard game but try lower the difficulty at the start of the game... I didn't go further the first trampoline, but if I have the time I'll get more into it ! (And, for the music try a AudioStreamPlayer instead of an AudioStreamPlayer2D, like that we won't have the music just in one ear)
Nice entry, but yes it's not a "game" because there is no real way to beat it, explore it or understand a story, it's more like a simulation. It's a shame because you could have added a roguelike system when each decision can harm you if it's not right, and when the number of souls increase with time.
Awesome game, for a first experience on game development it's really a great entry ! I have some advices if you want to continue the game :
- Add feedbacks : when the player is taking damage, make a sound, shake the screen, add sound on every actions the player do (dash, do damage to an ennemy...)
- Polish the character controls : the attack comes five or six frames before we press the button, and we fill it (it should be practically immediate, even if there is a great animation on the attack, it shouldn't take over the game feel) the character seems slippery on the ground and you can add a jump that is higher or lower when pressing longer a button, as Mario.
For the attack energy bar and the fact that we can't move while attacking, it really slow down the pace of the game, but it could be a game design choice sooo... You'll have to improve it and test it so it becomes more fun
But overall it's a great prototype, so keep it up !
Nice idea, and great graphics ! Although I think the game has a lot of great idea but they are not interacting well between each other, like when you climb walls you can't kill enemies because they are all in the ground, and I love the variety of terrain (are they randomly generated ?) but as it's too difficult to get on them we can't appreciate them (jump is too low and climbing too long). We also fill a little vulnerable from the projectiles, maybe just ennemies that run on you and kill you on contact should be great
But overall nice entry, you could be proud of what you've done !
Nice entry ! You maybe ran out of time but I see some improvement to do if you want to make this game more fun :
- Add an information on the GUI to see if the player got a tape or no
- Add a difficulty curve for the game : when the game start, the player should be in a safe room, then I should face an easy challenge to learn the rules of the game, maybe with just one camera, and finally you can add more challenge on the levels
- Try to not restart the music on dying, it's quite annoying to always hear the same note
- Why is there a key for running ? Is it sometimes more interesting to just walk on the game ? If not, try to focus on the essential, if you run 100% of the game, just make the player run by default
The concept was so nice ! And I saw something wich is really rare in game jam : "a good level design" (a bit hard tho), I finished, and I got the first end (the second is too hard, I was struggling enough for the mainpath, so the shells...)
Did your inspiration was Celeste a little too ? mee too (but in a totally different gameplay)
I liked the game, the funny story and the voice acting, it's a shame that zolga haven't a talented prehistoric voice actor :D Unfortunately, fly with the spaceship don't work with me, I am on Linux with a non-english keyboard configuration and the spaceship keep going backward and explode... That's really a shame I was really enjoying the game
The graphics are very nice ! Also the game is cool but there is some lack on the gameplay : I think the moon is too big and with our little screen we can't see everything so we don't know how we died and what did we did wrong. Also I did not understood the utility of elements for towers. My advices are :
- Make the moon smaller, maybe with 4, 5 towers
- Zoom out, maybe even show all the moon in one screen
- Allow the player to act, for example give the player a wand to destroy the asteroid himself, the tower are here to defend place where he can't be
- And, I think it was planned but, give some utility to the elements, maybe the ice slow, the fire can burn and the bolt can chain several asteroid
Anyway I criticize but congratulation for releasing a game for the jam, it is always tough.