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McDangaroo
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Thank you, I really appreciate that!
The “to the top” idea was meant to come through in the way the character is always moving upward to reach their friends, but I completely understand that it could have been communicated more clearly. At the moment, I can see how it feels more like moving through separate levels rather than one clear upward journey.
I can also see mutlple extras that could be added, like button pushing, backtracking, or double jumping. Something to think on if I keep working on it.
Thanks for playing.
Thanks so much for playing! I’m really glad it clicked after a bit, because that was the main feeling I was hoping for with the puzzle mechanic.
You’re definitely right about the commands needing to be too exact at the moment. I think the current version is a bit too strict, especially when players find a solution that makes sense but isn’t the exact one I built the level around. If I keep developing it, I’d like to make the levels accept more than one valid solution where possible, or at least make the command rules much clearer in-game.
Really appreciate the feedback.
Thank you so much! I really appreciate the feedback.
The movement mechanic was meant to work around the idea that each space represents the kind of move you are allowed to make from that point, but I think that needed a lot more visual clarity. I can definitely see how some puzzles may have felt like they were forcing the intended route rather than rewarding a clever alternative.
If I continue working on it, I’ll either make that rule much more visible to the player, or adjust the design so players can use any combination of moves up to a certain limit to reach the end. That might make the puzzles feel more flexible and satisfying.
Thanks again for playing and for the kind words!
I really love the mechanic in this. I think it would be really awesome in like a full on platformer or even metroidvania.
I think my main thing to say to this would be I wish the orb game back to you, like a bounce mechanic, that way you can reming the player what they are about to move towards. Could help with seening across jump spaces and what not.
Fun game, I too was little bit confused with the mechanics, but like the float mechanic.
I would say that I thought the first little part untill the drop became kind of simple once the mechanic is shown. The extra verticality of the double jump and the float I think could make some really cool level design.
Forcing the player to move down to the danger instead of relying on staying as high as possible.
Would play more though,
Thanks. It's a really nice asset.
The tweeking was mainly just added the player and the bricks and then some soft animations (like the torch).
Art asset here: https://adamatomic.itch.io/cavernas
Thanks for the feedback. I have funny feeling I know where you got stuck, I think it might catch a few people (if not all).
I might look at little tweaks after the jam just for completeness sake. With the reset, I didn't know whether to allow resets, or try to use the Itch page itself as a restart button. I did put some thought into letting the player wipe the screen of bricks, but then I thought that it would make some it a bit trivial. I might make a small change after the jam to give some relief though.
Side note: The character controller is an inbuilt feature of Gdevelop. It works pretty well and you make some changes to get it working to your needs.
I thought on this for a while, and whether you should be able to delete the screen and then start at the checkpoint again, or if I should I should allow people to restart the game from the beginning.
The work around was that the restart the level is kind of built into this page.
The only thing I'm thinking of adding (after the Jam finishes) is a button to remove the last placement, that way the player doesn't fully get stuck.
All that said though, thanks for playing and I'm glad you enjoy parts of it.
Hey mate,
Thanks for the feedback, we probably could have been a bit more clear about the menu being only available when you're at the salesperson. If we were to iterate on it again, we could have changed the UI to be clearer.
The skeletons glitching is most likely the pathfinding, could to know that we should have spent more time on that.











