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Arden Winter

A member registered Nov 07, 2017 · View creator page →

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Mkay! So some things I noticed:

  • As 8enB noticed, the double jump inputs are a little sketchy. I think it's probably best for the second jump to be active at any time during the jump arc, rather than just after the peak.
  • When the key hits the top of the stage, all of its horizontal velocity is immediately cancelled. I don't think it's necessarily an issue, but it made some segments of the game a little less intuitive. In "Seems a Bit Easy", I noticed sometimes this happened with a left throw at the top without jumping. It wasn't consistent, so it's weird that the physics seem a little random. But for me, this actually happens pretty often. It seems to be well over 50% of the time. I imagine the intended solution to this room is to just carry the key, but throwing the key can be an option - if you get lucky. x3
  • I have no idea if this was intentional, but in the last level, picking up the key to cause the wall to appear on top of you has some interesting interactions with the player.
  • Similar to the above point, it is possible to throw the key into the ceiling, for example, in "Seems a Bit Easy." It's not game-breaking. Just funny.
  • The choice of Ctrl and Space for the left hand is a little tricky; I held my index finger over space and my little finger over Ctrl, which did start to be a thing after a while. I imagine you'd want to change this for more playability, especially as the game gets longer. ^^
  • EDIT: I'm noticing that with spike hitboxes... is there an invisible pixel to the left of the visible spike that's part of the hitbox? If so, that would explain some of the fun I had trying to figure out the fourth level ahaha.

Hey! I was trying to check out the jam Discord, but it seems the link is invalid for me? Dunno why that's happening, but yeah. ^^"

Oh, yeah. Definitely use dt for any performance-based game. I'd say the only time FPS is the better option is in a combat game where inputs are primarily focused on visual cues. Even good computers can sometimes drop frames, and in a precision platformer game, even dropping 1 frame can destroy a setup, depending on the difficulty of the trick. : )

The amount of vision granted was definitely a slight oversight; the tiles were created before the puzzles were, meaning that rather than making sure to allocate proper screen space to the puzzle, they just took up however much space. Although I personally didn't see this to be too much of a problem, simply because resetting isn't that punishing, and for the final level to be added, the tiles would have to be super tiny if they were to all fit on-screen.

I will keep this in mind, however, potentially offering a button to toggle the zoom distance if I decide to make a puzzle game like this in the future. ^^

The game did run smoothly for me. Now, my computer is technically a gaming laptop (Razer Blade) but I do notice performance issues with some things I really shouldn't; I imagine it's because of the Intel graphics card. Depending on the day, I'll get massive slowdowns for no reason.

Out of curiosity, what kind of changes do you need to make to optimise?

Speaking of lighting, that reminds me to also mention that the actual puzzle-solving elements (cylinder, cube, etc.) being pitch black made them difficult to find. You'd either have to add some ambient light to the room, change the colour of them, or increase the range of the lighting on the wires so that you can see them against the mostly-dark rooms. : )

No worries! I can't imagine what could possibly cause such a tremendous performance drop though. Dynamic lighting alone shouldn't do that.

And the download is definitely not the problem. It was really easy to do. In fact, I would *expect* better performance through a download than through the web app, but then again I don't really know a lot about Unity to really comment. ^^" 

It was very difficult for me to get into the game due to performance issues. I wound up playing in 400x300 resolution at Very Low quality. Even then, while the graphics were fine, there was a great amount of input lag, meaning it was hard to move around.

The biggest change I would suggest in terms of gameplay is increasing the weight on the puzzle elements. Especially with the input delay, the smallest tap could send a piece flying, possibly bumping into round elements that don't make great contact with the wires as it is. I also managed to get my cube stuck in the corner. Without being able to pick it up, it was just stuck. 

Physics-based puzzles are always really hard to get to work correctly; just keep experimenting. They can work, but it just takes a certain "feel" to make them work well. ^^

This is beautiful. I love everything about this. I'm not sure if you should be proud of yourself or ashamed, but I just cannot describe how much I appreciate that this exists.

This is a really neat concept. I can definitely see some interesting puzzles coming out of this idea. It was a good choice to use rounded hitboxes for everything, so that you could sort of fudge the corners if needed rather than getting stuck on 2 pixels in the direction you left behind.

The biggest quality-of-life change that I can see being made is making it more clear when you're able to interact with the X boxes. It could even be as simple as highlighting the box when the player comes into contact with them. 

I actually really like the mechanics in this game.  As a fan of precision platformers like Meat Boy and the Wannabe games, I loved the format of this game.

The only thing that was a little bit jarring for me was the inconsistency on the wall jumps. There seems to be a fairly generous frame window in executing it properly, but the speed at which you pop off the wall always startles me. It seems around the same as holding Shift, so I might suggest making the speed of a wall jump and holding away from the wall about the same as not holding Shift, since as it is, if you don't hold Shift, you suddenly lose that momentum in the air at a random point, which feels a little weird.

Otherwise, a really solid concept. I actually might save this game and try to figure out something of a speedrun for this level; the Sprint and Float mechanics together make for some interesting optimisation strats. ^^

I very much enjoyed playing this game. It had a really tight concept with very polished and pleasing graphics.

Where I think there is room for improvement is in the specific mechanics of the game. I noticed a few things that made it particularly frustrating to play at times. The first being the tremendous hitboxes on the zombie-type enemies. Later on, when enemies start to swarm the screen, these hitboxes made it impossible to deal with the herd, particularly when coupled with the short throwing range of the skull. The second issue was that I noticed the zombies could randomly go into a sprint, which was very difficult to deal with if you were close enough to hit them with the skull. Unless they had only 1HP left, you were going to take at least 1 hit.

Aside from that, great job! The game feels very finished, which becomes even more impressive when you consider it was made in just a week. ^^