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Maarten ten Velden

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A member registered Sep 04, 2021 · View creator page →

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Cool concept! Not a lot of content which isn't odd as it's a game jam submission. I like that you get to take care of the monsters the "hero" hurt.

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1. A rolling sound could be the sound of rocks cracking underneath or sands shoving out of the way. You don't have to be an "expert sound designer" to try (as students they also have teachers to ask for help). I didn't say this because I cannot see when I am rolling or not, I said it because it breaks immersion when you cannot hear the character interacting with the environment even though it is obvious there would be sound from what you see on the screen. 

2. Not being able to jump in roll mode is an issue. Not sure if with "slightly in the air" you mean that the character came off the ground even though the surface looked flat and not pressing the spacebar, which is also an issue.

4. They've removed the scaled boostpads I was talking a while ago. Did you play an old version?

5. We'll see ;)

Played all the way through.

Great job on the amount levels and the quality of them. I think there is a lot to like. Some examples are the use of lighting and the vantage point in the third level. All levels felt fun to play (the ones with art admittedly more so than the one without as e.g. the doors opening and understanding what the structures are adds a lot).

I think the ambient sounds are really cool. I especially liked that you can hear sounds coming from locations in the level such as bushes with rattlesnakes.

No issues this time with jumping after rolling.

Coin sound was softer and no longer annoying.

No issues with confusing scale of boost pads this time either.

I enjoyed playing the game.

Here are some issues I encountered..
.. sometimes (seemingly mostly where the framerate was low on my computer) bouncing happened during rolling on what looked like a flat surface (I didn't press any button) causing me to miss a jump pad.
.. framerate on the first part of the third level and in the last level was quite a lot lower than anywhere else on my (by now somewhat older) computer.
.. I couldn't get the last stone (I think it was the last, it was the last stone in the only level without any art), I didn't see a way to get to it. I took the high platforms but still didn't see a way to get to it, not sure if this is an issue or I didn't solve the puzzle.

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I think the rolling is nice. Controls well. Don't know much about the visual art but I like the shapes, the lighting, the colors and all seems to fit together well. I think the in game music is nice and fits the theme. The boost pad sound sounds nice and makes the character feel like its heavy/made of metal.

Feedback..

1. I think some more sounds/sound programming would be a great addition, specifically..
      .. a rolling sound
      .. walking sounds matching the material being walked on (the sand sounds exactly like the stone)
      .. the pace of walking in the sound seems to be out of sync with the walking animation
      .. landing and jumping sounds
      .. ambient sound(s) (I think ambient sound would make the music less straining to listen to if the music isn't the only background sound)

2. The jumping sometimes didn't trigger, which was especially noticeable right before a cliff where, even though it looked like I had some distance left till the cliff, jumping didn't happen.

3. The 15/6 log says there's a ending to the conclusion level. I couldn't reach the end of the 3rd level (the one without any art). In the square tower there's a floating checkpoint and floating boost pads but no platforms to stand.

4. Though the 3rd level is a mockup, the very large scaled boost pad was confusing as it appeared closer and smaller than it actually was and thus made estimating when to press ground pound not intuitive.

5. I thought the coins were distracting. Collecting them all isn't possible in every level and each coin plays a very loud sound both both of which made them feel more a distraction than fun. It's also not clear to me how they fit the theme and why to pick them up at all.

 

Cool!

One remark.. wasn't very intuitive that you can light the lantern platforms with the staff while standing on top (perhaps if the staff would actually move downwards towards the lantern this would justify why this works).

Cool. Feels very polished (audio and visuals too).
I think this is a bug.. (in browser version) I had an old "highscore" 15, and then I replayed entirely and the my highest score was 11 but the highscore on the mainmenu did not update.

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Game feels pretty complete and pretty cool.
Have you considered (an option for) controlling using. e.g. numpad 7,9,1,3 or e.g. q,e,z,c so that memorizing how the controls are rotated is not required? Controlling using the arrow keys as is throws me off.

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Some feedback (mostly some polish issues which are probably due to this being a gamejam submission)..

  • At first I tried to use the "use button" in the inventory to place items, but that caused the item to disappear and nothing to happen. Figured out through trial and error that the interact key "does the use". If the "use button" does nothing, probably makes more sense to remove it.
  • Pressing play after having failed doesn't restart the game (nothing happens, stays at the menu)
  • Picking up "the big round object" seems to require to be very close ("moreso than other objects").
  • Wires seem to be not interchangable while exactly the same object (a bit weird).
  • Using the keycard on some doors required "some figitting" (i.e. visual indication and interaction wasn't quite working everywhere).
  • Not sure why oxigen and temp bar are there (were these planned?).
  • Not sure if intentional.. though I finished the game with several objects left.

Would be cool if the spaceship actually seemed to move closer to the sun I think (even if just a bit), right now doesn't seem to move at all.
Had fun.

I hope for airplane pilots they don't have to control the left and right jetengine manually ;P

A puzzle that cannot be figured out is not a puzzle. Just guessing which path is the right one isn't hard (t.b.h. it feels like my time is being wasted).

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I like the fixed camera angles. Even with this little going on in the scenes I think that getting to see a new level is rewarding as it's like unlocking a painting.
Not a fan of the level where you have to guess which pathway is ok (not really challenging as you the right pathway is indistinguishable from the false ones).
Ever considered e.g. using that there is a fixed perspective and no moving light to trick the player to think that the floor is horizontal when in fact it is not..?.

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Personal highscore: 57
Cool atmosphere!

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NOTE: Moving onward from level 17 there seem to be no more levels. I suspect that level 16 is just the last level? Good concept, I think that with very few mechanics this was interesting. Perhaps some harder puzzles would be interesting..?

Level 16 behaved "strangly".
I.e. when reloading it moved onto "level 17" which was just an empty level, after going back and finishing the level, nothing happened..

^

covered up any spoilers


EDIT: also sometimes when restarting the level this sphere..

.. doesn't move when commanded to move forward.

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Perhaps make the tolerance for picking a guy up a bit bigger. It appears the collision geometry that you use for picking is very hard to get right (e.g. clicking on the head sometimes doesn't work depending on the orientation of the character).

I think the concept is good (I understood almost immediately that the idea is to ensure that they keep >=1.5m distance).

Finished! Was challenging, but not unfair.

It bothers me that the ladder can only be used on rails (not e.g. to get up walls that should be climbable just fine with the ladder).

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I finished three levels (I did not finish the 4th as I kept failing the last jump).

The last jump in the 3rd level seems to not be communicated (i.e. the gray underneath the ? token blends in with the platform before the jump), I'd like to see a clear hint that a jump is ahead as to give the player a fair chance to make it first try.

Ball rolling controls feel solid i.m.o. (quickly got used to them).
Texture on the ball works well for keeping track of ball orientation.
Have you considered curved levels..?

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MY CURRENT BEST:

22.166

MY OLD BESTS:

26.338

28.768

34.645


35.573

I think there should be a "be attentive" option for e.g. when a young child you know has stolen before shows up (so if they try to steal again, you catch them and take back what they've stolen, so they'll be less likely to try again).