The background music was nice, and the level layout was a good start. Using collectables to lead the player forward and also help keep track of where you already have been. The enemies while they were positioned well so you would have be carfully get around them, they were nonreactive, so they just amounted to an object you have to walk around. If they reacted and tried to catch the player when you got too close or patrolled an area that would have been a great use of them for a maze. The last thing I would like to point out is that while you have a good clear start point, none of the paths lead to what you could call the goal of the maze so it leaves the experience a little flat and unfinished for the player.
RedMage Gaming
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I can feel the mirrors edge inspiration. And the platforming is really tight you have to hit that second jump JUST RIGHT, or its off into the void! The enemy having an alert sound is great, Would be awesome to have something else in the level to motivate the players forward progression. The level design itself is a good start, you could extend the buildings down and give the world a 'floor' to better sell the idea of freerunning on the rooftops of city buildings. The crane was a great touch, but its positioning I think could be a bit better to align it with the running path of the player, as your trying to bring some of that mirrors edge feeling here, I think if the crane was positioned so you could jump right to the part you have to run up, or even jump on top of that first white part, and then to the path up it would preserve that momentum into the rest of the level. Finally a goal post at the end of some kind, weather it be an entrance to the building or however you want to flavor it, a goal point to signify the players success would tie this whole thing up nicely.
I like the sound design, and the trees are nice, minimal but convey what they are clearly. The use of collectables to lead the player where you want them to go is good, but the end space being an empty platform works against the trail of coins. The enemy/obstacle is more just a blockade from jumping from a specific direction as it doesn't react to the player being near it, just restarts the level if touched. Theres good design ideas here that guide the player from the start, but then it falls apart a little with there being no payoff for progressing through the space.
Would like to see a little more in the level. I like that you have different collectables , but I feel there should be more of them to lead the player through the space. Multiple pathways branching and reconnecting is good, but there should be a more to explore and collect. The use of basic shapes to creat little trees is a good stopgap for designing the environment early on, but scale wise it felt like the world was too small and the player was too big.
Fell into the void a few times. A player catcher to reset the player afterwords would help a lot to prevent needing to completely reload the game. One of the collectable rings was positioned a little too high that it couldn't be reached no matter how I jumped at it. And the final platform appears to not have a collision mesh applied so you fall right through it around the edges.
I think the player speed was a smidge fast with the lack of guardrails to prevent the player from falling, but overall, a good first go with Godot with the limited time we had to work on these projects.
I would spend a little more time considering your level layouts for future projects, there were spots aside from the path to the end point that could be explored, but it only took you farther from the goal and didn't provide a way to come back to the main path causing the player to have to backtrack to the start to them move towards the goal. And at the goal there's no way to backtrack into the level again so if it were a larger level and you needed to find specific things, you would end up being stuck and need to start over.
That took a lot of fiddling about to understand how the climbing worked. But once I figured it out it was fairly smooth going from there, got a time of about 5 minutes. The camera is a little tricky and fights you a bit while climbing making it hard to see here you are going, and it felt like I wasn't jumping properly every time I tried to jump, like it worked sometimes but not always. Probably just user error.
I liked the simple low poly level design with 2d sprite animations for the character. It was an enjoyable little challenge, the snow falling when you start getting to the higher elevations was a great touch.
My only real suggestions going forward if you put anymore work into the project is to wrangle that camera a little more so it doesn't completely block your view while climbing and tweak the gravely and movement speed a tad bit, it feels kind of sluggish and floaty, wich for a small character like a mouse a little floatyness can be appropriate, but I feel like it was a little too floaty with how slow moving the character is on land. climbing felt just fine though when the camera behaved.
The trippy vibe of the levels design is great, and the enemy/ obstacle placement is tricky but good. The background sound adds to the atmosphere nicely. The only thing I felt was missing was a proper clear state when you reach the final platform. Though to did make good use of that moment as when I reached the end and had nowhere else to go, I instinctively turned around and saw the picture you place there. That was a nice touch.
The birds kind of disappear into the background making them really hard to see. The sprites for them are really nice though, so it would be great if the background had some more color other than the blue across it so that they could stand out against it better. On level 2 there is a small gap on the floor at the start of the stage that a player can easily fall though immediately after entering the stage from the first level just by the carried over momentum. Not sure if that is intended or not. The platforming in the second level requires precision, or you end up falling all the way back down a lot. there are few enemies to avoid so it's less frustrating but can be a difficult climb.
The sprite and tile set work here is great. The platform layouts are well thought out to how far the player can jump so that it feels precise without being overly difficult. Having some enemies in the second level would bring it together a little more. The platforming is great there, but the lack of any obstacles makes it feel too easy, even with it being functionally more difficult than the first level.
The spinning skull collectable is cool. The jump in difficulty from the first level to the second level was rather sharp. movement is a little fast for the single block platforming required to drop down the pit to collect the first skull in the second level. The Background sets a nice tone, but causes the flying enemies to be difficult to see. I like the theming overall, has a little of the ghosts and goblins vibe.
I love the bees! and your leaf collectables are great! The animation of them being eaten away as you collect them is a nice touch. The black thin enemies I'm not entirely sure what they are supposed to be, and in a lot of cases they are placed a little too low, so they get stuck in the ground and don't move. This also causes them to be defeated by just walking right through them. I'd like the challenge of the levels to be a little higher as you progress though, it feels a little too easy to me.
I love the art individually, once thing that is getting in the way however is the sun in your background. Since the camera keeps the player centered in the stage, when you jump the player is then in front of the sun and the colors make the character hard to see. The enemy placement was good and lined up with areas you naturally want to go, so it makes you slow down a bit to make sure you don't land at the wrong time and get hit. Otherwise, everything seems to work great!
Thanks for the comment, this was built for a college class, and honestly it slams right up against the file size limit for individual files for web games on itch. There's a lot more I wanted to do with the scene itself, I had to cut back on scope to fit within the limitations. Both for itch and for WebGL rendering in general.
I like the color pallet you chose for this and can feel the little bit of Legend of Zelda inspiration with the items chosen, and the Owl character giving you the goal of the game. ( I love the little owl sprite ) However, none of the items are tied in to the logic of the game so you can just bypass them all and still get the end. It would be great to see you flesh this project out more and make things functional. Also, in screen 2 if you go back the way you came it skips the path with the ghost and puts you directly in the room with the crystals, so there is a bit of a broken exit there.
Thank you! As for the end, leash and lead are kind of interchangeable in this context. A dog lead is basically a leash, but rather than you holding the leash, the lead is attached to a fixed point, or along a runner. Basically It just keeps the dog in an area of the yard. (and from biting/chasing any mail-slimes)
I like the idea, but the game is setup in a way that you do not need to actually collect any of the scattered cat food to progress, regardless of collecting the food the cat will thank you and tell you where the exit is/give the key, this is true for each interaction. The final interaction with the cat where it says you can take it home now feels like where there should be an ending. Otherwise, you're just kind of stuck in that space without the game ever 'ending' Would have liked to see more work done making your own tiles and making it feel more unique.
Collecting or not collecting the items doesn't change the ending, would be cool to see some differences on the ending based on what you collected while going through the path. I like the visual depiction of the story being shown through a terminal monitor, it also would have been nice to keep that visual through all the rooms and not just the first and last.
That,,,, was dark, And I'm not quite sure which was darker. The normal ending or the secret ending. That said, The level design was good, I liked the puzzle hint, took me entirely too long to figure out that the tunnel was there. The 'angel' insisting there was nothing there was the only thing I had to go on, that took a bit to figure out where to go. I did enjoy the little story though, despite the dismal nature of it all.
The trash having a fly buzzing around them is fun. Would have liked there to be an actual goal in the game though. It initially feels like collecting the rash is the goal, from talking to the first NPC, but then despite collecting them all nothing changes in any of the NPC dialogues. The one NPC yelling at you to GET OUT as an ending point is nice though, I am assuming that's room 2B lol.
This was really well done overall. I enjoyed the slice of life feel and liked exploring the area you crafted. The full screen portrait of the character on the beach was amazing. The only part I could see improving would be the transition from the train station to the grandparent's house, a screen between the two to mark that transition a little more clearly might have helped a bit. It took a moment to realize exiting the house would bring me somewhere new and not just back to the station.
I like the angle of what you were going for here. The survival/escape scenario is great, and good job setting up a prompt to get your players name, it's great for immersion. But the progression seems kind of disjointed. There is a lot of promise here but could use some polish to make sure your player knows what exactly is going on from scene to scene.
I like the choice of setting and suspense angle of your story. Though you need to remember to stay consistent in details, at the start when responding to the SOS call, the person on the other end is described as a female, but when you follow the distress call in your story and arrive, they are then described as a male, so it breaks the continuity, and makes you question if they are the same person or not. The other path, when noticing the figure in the shadows option is selected, I feel like I'm not sure exactly what the outcome of that is, like we're missing a passage, as after going down that rout you both arrive at the destination? A passage that explains what or who the figure in the shadows was would be nice, so it makes sense that you travel to the destination with them.
This looks amazing, my only thought, and this would add a lot of extra work, is that due to the nature of her being such high detail, it feels like she would have to have unique sprite work done for left and right facing actions. That way her sword and shield stay in the correct hands. But so far, seriously amazing work.








