thanks! Not a lot of time to make too much content, puzzle games are pretty difficult to make quickly, especially with 3D, and I wanted to make sure the game was well polished.
Little Glyph Games
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Solid game! I thought it was pretty fun, but I have two big criticisms with jumping. First, the base height is too low to really jump once over any of the enemies, you have to fly. The second thing is that I think that the amount of time you're allowed to fly for and how the stamina bar just resets automatically is a little bit to OP. It would probably be good if you lower the amount of time you can fly, and then give it some extra time before resetting it (perhaps it fills in slowly?). But overall, it was very enjoyable, so good job!
Thanks! The acceleration cap was initially a bug, but I ended up including it as a feature, and some of the games challenges require that you use it.
I'm on vacation right now so I'm not able to fix the wall bug, but you can reset the current level by pushing the R key (and you can skip levels with the = key).
Thanks!
Sorry controller didn't work for you, I have keybinds set up in the input manager, but I don't have a controller so never was able to test it.
You shouldn't need a double jump for anything the game, however if you spam the jump button while wall-jumping, you'll gain momentum and go really high.
Edit: Just looked at the spot you were talking about, that 3rd jump is possible without double jumping, but you'll need to wall jump a lot as soon as you get to that blue platform in order to stay on.
Thanks for the feedback! You mentioned the platforms and the ball drop puzzle, and I do agree that the art and hinting there isn't the best, however this is due to a the fact that it is a newer puzzle that actually can't be completed in the demo, so that will definitely be improved later on. Sound and music are currently in the works, I'm outsourcing for those, so I'm really just waiting for those to be completed before putting them into the game.
No problem! As for the feedback:
I think what you have is stellar (pun intended). I like how you slowly introduce new mechanics over time, and the puzzle you have in the game so far are great! A few suggestions that I think could make the game better overall:
1. I think some more varied and interesting music could help quite a bit rather than the droning sound you have right now
2. I think that the sound effects could use a bit of variation, and the current gravity change sound effect get's a little annoying after a while
3. The graphics are a bit under par (which is understandable due to that fact that this was a jam game.) I think if you refine the art style a bit and add some polish, it will look a ton better
4. I think that there should be more puzzles where the player needs to use the movement keys. I could solve most of the puzzles without even touching the movement button, so I think that the movement mechanic could be utilised a bit more.
5. More levels!
5. I think adding some smooth gravity to the sand would be good considering everything else moves smoothly. Them moving by increments like they are now makes the game feel laggy even though it's not.
I think that overall it was pretty good, definitely addicting. I think that running into rocks should either kill you, or more heavily impact your speed. Also, while using the speed boost it is incredibly difficult to dodge the rocks, I would either make it so they spawn less frequently during the boost or give the player invulnerability during the boost.
I also feel that variation would help out a ton, right now the only obstacle is rocks, I think some variation both in obstacles and player moveset would help out.
Here is a definition of Adventure game from Wikipedia
Essential elements of the genre include storytelling, exploration, and puzzle-solving. Marek Bronstring, former head of content at Sega has characterised adventure games as puzzles embedded in a narrative framework; such games may involve narrative content that a player unlocks piece by piece over time. While the puzzles that players encounter through the story can be arbitrary, those that do not pull the player out of the narrative are considered examples of good design.
Combat and action challenges are limited or absent in adventure games; this distinguishes them from action games. In the book Andrew Rollings and Ernest Adams on Game Design, the authors state that "this [reduced emphasis on combat] doesn't mean that there is no conflict in adventure games ... only that combat is not the primary activity." Some adventure games will include a minigame from another video-game genre, which adventure-game purists do not always appreciate.