I feel like the input challenge you confront the player with is not the kind of frustrating that is motivating in the right way. The gameplay is fragmented into looking and trying to blindly execute. Platforming in a first person game is a difficult challenge on its own, but combined with your movement restrictions it just devolves into a lot of trail and error without the possibility to get some sort of flow state going. If the game should be about the remembering of the next level part, maybe the execution challenge could be a lot more lenient. If its more about the execution, there could be some indirect ways to see where your going, or more helpful movement features like the 180 degree switch may be needed. In general you should explore what part of this idea has the potential to be the most fun and then try to work towards that. There is the possibility though, that platforming backwards without seeing where your going is a tough thing to make fun. Kudos for trying anyways, good job!
caspar
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I still think your initial idea had a much more streamlined and simple design approach. I feel like you added a lot of mechanics and interactions back into your game, because you already knew how to implement them. This did not benefit the design. I would like to encourage you to try doing something new during these jams. It's ok to fail or not to be sure if some game play idea will work out in the end. Jams are learning experiences and this is all par for the course. Kudos for pulling through and finishing this game though, good job!
I can see this getting into a pretty fun state when you fix the bugs and implement the missing sprites. You have to adjust the balancing, though. If you think your first level is too easy, it's probably still not easy enough. In a bigger jam, this would be a reason for a lot of people to stop playing. Please keep your audience in mind and remember that you don't balance the difficulty to be fitting for yourself (who has had multiple tests and learning sessions already while developing the game), but for a wider audience that plays your game for the first time. It would be nice to see this in a finished state. Good job on the idea and everything you have implemented so far!
I still think you could have done without the racing game genre conventions of having to complete laps. From the first second, when the player gets launched into the level, they understand intuitively that they have to avoid the geometry to not slow down. You have a pretty nice win and lose state with that interaction between level and player alone. Figuring out where to go in the long run and understanding the level layout and the checkpoint triggers just detracts from that pretty clean interaction experience, in my opinion. I think it's a great idea to have wares falling into the cart when it bumps into the shelves (maybe the faster the bump, the more items in the cart?) and have the end score be how much the player has to pay because of all the items in the cart. I think your game has a lot of untapped comedic potential; consider doing a post-jam version. Great job!
The game is lacking a clear goal and therefore a challenge. Maybe the fish patterns should not have been random and endlessly respawning; then you could have had a speedrun to figure out when and where to deploy the bombs for maximum effect, to clear out the pond the fastest. Another approach could have been to keep the randomness but have a limited amount of bombs that only refill when you hit a certain amount of fish. That way you could have a natural loose state for if the player deploys their bombs without strategy. Other than that, good job!
What a throwback. This game feels like I'm back in the old Newgrounds days! It would be good to have some feedback for the player on which of their selections helped with the outcome. If you find a way to give that feedback in a similar funny way and make it a bit indirect, so don't just give blatant numbers or "this is the best item for that occasion," it could add to the fun and help with player engagement. Pretty unique take on the theme, solid implementation, good job!
The first jump is a bit difficult, and since the player has experienced way longer airtime on the stomper before, the toned-down bounce either feels like the player is doing something wrong or the physics bugged out. Maybe think about implementing the boost function into the basic control scheme of "a" and "d" inputs to make the experience a bit more streamlined. The game feels unique and has a lot of potential for interesting level design. Great idea, really good execution, well done!
Oh, didn't even know there is an option to install via a itch app. I just uploaded a webGL build for the browser.
Thanks for your feedback, the button selection was something I wanted to try out, but will probably adjust it to some degree. It is a bit confusing right now, I agree. The area will become a bit bigger and more detailed in a post jam version probably. I'd like to have the level to support the feel of each of the characters more, for sure.
Glad you liked it :) Thanks for playing.
I noticed the white text issue right before uploading as well, we had some last minute shader changes, oh well. Sound will be added later for sure, your totally right, a game like this needs a thicker atmosphere. The mouse cursor issue is curious, it should disappear if you click into the game window. The doc is an odd character, but we may have overlooked something. Thank you for the detailed feedback!
I'm trying to learn touch typing right now and would love to play a game like yours, which has a dedicated "learn-mode"! Most games in the genre, that I know, go the route you also went for: addressing touch typists who want to go fast and train to go faster. So imagine my surprise discovering your easy mode! It would be great to be able to set the keys I want to use for this mode myself, but the fact, that you were even able to include such a mode in such a short jam is just awesome! Great work!
Impressive what you guys were able to accomplish in this short amount of time. I really like the concept, but was a bit discouraged from starting over from the same location - at the start of the level - a lot. I think some checkpoints would have been good, or even better: keep the challenges at the start of the level to a minimum and focus on teaching each mechanic in a save environment, before having the player go through a complex level with all enemy types in short succession. Maybe even let the player continue at the point he got killed by the enemy, maybe you don't need to reset the players position at all. Great job and a lot of potential I think :)
I loved the art style and over all feel of your game. The error sound is a bit to prominent for how often it is going to be played while try-and-erroring through the different puzzles. I also thought it would be great to have some kind of reward (game play wise or audio-visual feedback) for solving the puzzles that don't contain the key, to make the hunt for the random key location a bit more engaging. Mad respect for for how polished your game feels in such a short time, though! Great work!









