Hello! Commenting here, ‘cause I didn’t participate in the playtest. Great job! I like the improvements made. The only odd thing is that I got the good ending that references the fox’s advice before I even talked to the fox. Perhaps make it so that the rose only appears after talking to the fox?
polygonalcube
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Fair critiques all around. It's not impossible to make it past that section without attacks, but it is very difficult, and I don't blame you for thinking it was impossible. In retrospect, wall jump probably should've been a separate button, but I figured we were already asking the player to remember a lot of buttons and wanted to simplify things a bit.
It actually is possible to make it past that section without any attacks, but I made it way too difficult to do so. The idea was that it would incentivize players to keep the ground pound. I don't blame you for thinking it was impossible. Definitely should've raised the ceiling up.
Good points on the deceleration and wall jump height as well.
Also, don't worry about sounding too negative. It's critiques like this that make games better!
I'm not sure how this game is meant to be played, but there seems to be no punishment for tip-toeing through each level to never launch passengers and get a max score. It's a very optimal strategy, which is a shame because it's not a very fun strategy. I don't know how I feel about fun equating to high risk, low reward, meanwhile safety and assured victory is low risk, high reward. That seems backwards.
For jam purposes, multiplayer is something I said nope to immediately, but I'd be interested in returning to a project like this and adding some multiplayer. Could make for a good online multiplayer test (not sure if that's what you meant from the get-go).
Regarding strats such as bodyblocking the CPU, that's exactly what I wanted to push players to do: use superior intelligence to beat an otherwise superior opponent.