Hi teklor!
If you are still looking for someone, geel free to reach out in discord.
_scr_
Hi Marius,
Your post resonated with me a lot! I am a game&level designer who has been around game dev for 3 years now and started some months ago with pixel art.
I would love to discuss this long-term collaboration, even if my art style does not fit your current project Ignite.
I am from Spain and living in Germany :)
Feel free to reach out in discord _scr_ if you are interested!
Hi Boomerang,
I would be interested in collaborating with you on this one, it sounds very interesting. I can adapt my pixel art to any sytle you would like. Ee might not get it right at the first time, game dev is an iterative process afterall but I work consistently in the projects I signed up for, so you can expect the same here.
Feel free to reach out on discord _scr_
Cool game, even for an early prototype!. I was surprised about it. The difficulty needs to be definitely tune down as the missiles from the enemies feel that they can predict where I am going, so it doesn't feel too fair. It would be cool that some enemies have a normal shooting which can be dodged without the dash, and some elites which require the dash, instead of now that every missile must be dodged with a dash. But apart from that, good stuff! Keep going :)
Feel free to reach out in discord, if you wanna collaborate for any other project. My nickname is _scr_ or scostasr. I just started my journey as pixel artist and I would love to keep improving.
I enjoyed the visuals a lot, and the level design is good! Well done :) I also had troubles figuring out how to get our of the house so maybe iterate a bit on the structure of the starting level would help with that. Maybe starting on a different point, or guiding the player in a different way than to read the notes of the bood. Overall, fine entry for sure!
I like the writing of the notes, really feel like they were written by children. However, gameplaywise, a bit too simple in my opinion... Basically, you are asking the players if they can read&understand a note. I think the gamplay could improve if the notes were a bit more cryptic or the choices a bit more diffcult. Adding some sfx or music could improve also a lot the game feel :) Overall, a wholesome entry, very christmacy.
Fun little game :) I like the concept itself, well adaptation of the theme. To give some feedback, maybe adding a bit more game feel when the player presses the correct or incorrect keys.
The choice of the keys could be also different, to represent what you see on the screen. For example w d k m (so they are in a vertical line and not horizontal). Just a silly idea haha
Hi TenseGames,
I might be interested in participating as level designer, depending on the commitment per week, as I have a daily full-time job and family. I cannot see your discord so you add me _scr_ and I can send you my portfolio. The game looks honestly really good, and rather finished, you were not wrong about that. Although I know very well how much the last 10-20% of a game can take...
I might be able to help on other areas as well, like game design or QA.
Looking forward to hearing from you!
Hi Diego,
I am Santi and I am a game and level designer. You can have a look at my itchio to see the games I worked on before. I just wanted to give a headsup in case you need some help with your game, either with mechanics or level design. I have capacity to work on another project during this summer and I wouldn't mind help you out :)
My discord is _scr_
Honestly, I cannot remember a lot from it as I found out later, that the sprites that are destroyable also change colour. The combat was working fine, I think, as the player sprite was always going back to green after attacking in red. I might try again the game until getting the upgrade to see if I can reproduce it. I will let you know about it!
That was good! Nice art and the scarf is such a good point. Well done. Feedback to the player and juicy elemnts are also nice, and the combat is responsible and simple enough to get it quickly but challenging enough when it needs to be. The eco mechanic was very surprising, specially when it hit me and learning how to use it in your advantage felt really good. Again, the detail to turn this eco into your save point adds so much to the game feel.
Overall, very good entry! Congratulations, I really liked it.
As joaokrejci said, I see some potential here. At first, I honestly thought the entry was not really good as the combat was not interesting neither the simple platforming. However, the jet pack was a nice surprise and it spiced up the platforming, together with the mushrooms. They both opened the world and it was definitely the best moment of the game. The little melon is cute and I liked the rolling jumping animation, for whatever reason I found it super nice to see!.
My main input here would be to reconsider the pacing of the levels and its challenges. It felt that the levels were too big and the challenges were not really changing. I think less enemies and more interesting situations would make wonders for this game, kind of like concentrate what you have in less space. Apart from that, I found the combat not really well executed as when you hit an enemy, it will immediately hit you back since there is no knock back to stop their movement, so it makes you feel that you did it wrong. I found actually more fun (and more efficient) to just skip enemies by jumping.
Overall, a nice entry :) Congratulations!
Thanks for playing and this great input! We would like to polish a bit more the project after the jam rating is finished, since we started late the project and almost had no time during the jam, so your comments will help a lot to get a better game. We are glad that you liked the atmosphere despite the issues you got :)
The checkpoint thingy was actually intended, kind of like a punishment for players for saving the game and not just speedrun the entire game like true real gamers ;)
(kidding obviously, in case irony was not clear. We will get that one fixed right away! We did overreached there...)
I am really glad that you liked the level design! It was actually the only reason why I personally wanted to join this jam as I never did level design before, so I am glad that we got that right. Also reg. the atmosphere.
Reg. the rebirth theme... yeah, not great implementation. The idea was that each new skill turns the player a bit more into a monster just for the sake of being the hero of the story. The end of the game is supposed to make it a bit more clear, I guess, but still not great. Next jam goal: work on "story-telling through mechanics" skills.
Thanks for playing and your feedback! :)