the art is good and the game is enjoyable,
but the player felt too floaty and the lack of coyote time combined with a delay between pressing space and jumping was slightly frustrating.
miro o
Creator of
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the idea is amazing, the game is very fun, and i hope this game gets developed further.
one problem is that the way permanent buffs are implemented leads to strategies that optimize the fun out, in my second round i continuously +1/+1'ed a ent, i usually intentionally slowed the game down to +1/+1 it further and avoided victory, i think a good solution for the problem would be permanent buffs being larger but triggering under specific somewhat hard to trigger conditions so that they give you a small side quest during the round instead of just being on a timer (as a timer giving buffs always makes you want avoid victory for as long as possible).
the mechanic is interesting, the art is great (although the floor and walls have way too much aliasing) and unique, and i agree with the comments that the timer sometimes adds too much waiting,
it would have fit the story better if the timer itself turned to stone instead of turning red.
i think the "swap characters every X seconds" mechanic would work better if the game focused more on combat and you had to defend your petrified characters from enemies (as you'd now be constantly playing with your active character and literally never had the opportunity to just wait for a specific character)
the art is good, the game is fun and the time dilation is interesting, but the projectiles sometimes felt impossible to dodge in tight spaces.
i feel like the game would be better with much lower player health but more dodgable attacks,
attacking had the same issue in reverse, the enemies are easy to hit but take a lot of hits, it would be more fun if hitting the enemies was more difficult but they took fewer hits.
amazing game, the mechanic is very interesting and creative, i hope it wins the jam and/or gets developed further after it,
i like the fact that there is no UI telling you how many grains you have and you need to manually count them, in a sense the player itself is a diagetic UI element.
a few minor issues, but nothing game breaking:
- you lose all momentum from moving platforms when jumping on them, which isn't how physics usually works.
- the player has infinite acceleration/deceleration, depending on the game/character you're going for this may be exactly what you want,
but adding a few frames of acceleration and deceleration makes characters feel less robotic and more fun to control - the death animation looks short, but when you die very early in the level you end on spending more time on the animation than you spend playing the game in that life, i'd recommend just skipping it if the player presses a button while its playing.
and a few ideas i had for the game if you decide to continue developing it:
- objects with their own gravitational field (e.g. like in super mario galaxy, just 2d), which would make keeping track of your grains even more chaotic
- moving platforms and/or saw blades whose position follows the amount of grains you have
- the ability to spend grains during the levels for some kind of collectible, so that more skilled players end up making the game harder for themselves.
(a different mechanic with the same goal can be found in shovel knight, that game lets you break checkpoints for gems, players want gems, so players that think the level is not too difficult end up making it much harder for themselves in an attempt to get gems) - the player's eyes should follow the mouse cursor and/or moving sawblades to make them look less static
amazing game, i hope it wins the jam and/or gets expanded upon after it, reminds me of portal and entropy center (although i haven't played the second one)
a few suggestions:
- make the blocks a bit bigger, jumping on small blocks feels a bit too precise
- allow time time to be sped up, waiting 30 seconds to reach the other end of the countdown when you're on the wrong end feels bad
- the ability to rewind time (as perceived from outside the game) to undo mistakes such as falling off ledges (e.g. like in viewfinder), although this would likely be very difficult to implement as you now have a timeline of timelines as rewinding would also undo time travel.
- add a option to disable view bobbing
the art is great,
there are a few issues, but nothing game breaking:
- there is very little feedback when losing, ideally the camera would pan to whatever you forgot and show a small animation (e.g. the computer
- on the third round the game bugged and just froze on the fan minigame and i won after 1 minute of staring at a fan.
- not having space bound to jump is a bit annoying.
interesting game, the concept of defeat being inevitable and the player trying to delay losing as long as possible is rare in games (i am not aware of any other game that does this) so it would make for a very unique game if expanded upon.
a few changes i'd recommend:
- instead of putting a × over locked minigames no matter if you won or failed put, a √ over successful minigames
- allow placing the spray anywhere on the line, not just on the circle
- put the lives counter near the end of the track the cats run across, for about half the time playing i had no idea where it was.
- make the price of things you can and can't buy different color
thanks,
if i continue developing the game i will need to scrap the entire system and rewrite it from scratch as the current implementation is fundamentally broken, most bugs in it where fixed using workarounds instead of actually fixing the underlying issues.
a non-exhaustive list of issues and the workarounds i implemented:
* the corner between 2 slope tiles is infinitely thin, which would cause you to randomly hit the edge of the block below it (all tiles have individual colliders, i had to manually implement collider generation as bevy_ecs_ldtk lacks built in avian support) and ""fall"" while rolling down slopes, my workaround was to implement collider culling to remove colliders that don't have a adjacent air tile.
* the system doesn't actually respond to collisions as they happen, it runs at a specific point in time and compares your height to a "last height" height, if its higher it just sets last height to your current height, if you are lower a fall it registers out... turns out this interacts very badly with teleporters, one of the most difficult bugs to debug and fix was a fall being registered when going through a grounded portal as portals ran between the "update grounded" system and the "trigger fall" system, meaning the register fall system would not see you being grounded before teleporting or not being grounded after telporting, it would see you being grounded after teleporting (grounded check runs on old position, teleporter teleports, then fall updates with new position), i think i fixed it by reordering the systems but i'm not sure, i had about 4 hours left when i discovered the bug.
* theres a small buffer so that if you fall, bounce off the ground due to physics, then fall further the small bounce does not count as a fall, this resulted in you being able to bypass fall detection by spamming jump, i just added a if statement to bypass the buffer if the player jumped in the current tick.
* you stay grounded for 2-3 ticks after jumping, i "fixed" this by making ground detection count moving upwards as not grounded even if you are touching the ground
* the first work around was not enough, a slope directly next to a ledge would still have 1 tile with a collider under it as the tile has a adjacant air tile, resulting in a repeat of the issue, i just disabled ground detection for all tiles without a air tile above.
* the above was not enough, you still randomly fall while rolling down slopes
