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torraP

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A member registered Dec 11, 2021 · View creator page →

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I'm not sure if this game took inspiration from Magic Touch: Wizard for Hire because the mechanics are very similar. But having a similar mechanic isn't bad because it depends on the context or the fantasy that you want to convey.  You could be doing gestures as a wizard to pop magical balloons or in this case, you could be a fruit ninja that needs to cut the fruits in order to feed the people. Totally different games with totally different experiences with the same exact mechanics. But you guys can sell this fantasy better with more visuals and appropriate feedback. You guys might just have a hit mobile game if you can continue this concept after the jam.

The game seems simple enough to play but I did encounter some frustrations about some gestures in the game, specifically the spiral motion. No matter how perfectly I can achieve the spiral, the game still doesn't register it as correct. I've also noticed that you guys used ASCII characters to portray gestures and there were issues displaying them on the web. Make sure that you guys don't use obscure characters that can't be recognized by most systems or else the game just won't make sense.

Overall, It was a simple and fun game that's best experienced on mobile and I think you guys should put a note on how the game is best experienced. 

I love the aesthetic for this game! But it's clear that the game is far from being in a playable state.
From my own gameplay experience, I could only manage to trigger two unique dialogue sequences. Even still, it was unclear who was talking and where they were talking. The trigger zone is basically the whole room. I don't think there was a separate room either.

But from what I read, the writing seems fun and definitely piques my interest. I see some fun potential with the story, setting, and the visuals so you guys should definitely keep this going after the jam ends.

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Gameplay:

The tutorial in-game doesn't really explain all the mechanics of the game so going in blind will just leave the player confused. There definitely should be more hints for the players such as what button to press when they receive a new color power.  The difficulty of the game is kinda all over the place. The second level proved to be the hardest one with tight platforming sections requiring precise jumps. The third level was a bit more lenient and was easier to navigate around. The 4th level was somehow the easiest and I kinda just breezed through it and defeated the boss with no difficulty. It's great that the respawn is instant cause the game is quite hard ;-; 

Mechanics:

I think the idea of color shifting is a really cool idea, like having a mirror dimension. But this game just goes crazy with it. However, I think the controls can be a bit more intuitive. Keeping track of six buttons to switch colors does take away from the gameplay and slows it down. Sometimes, I just find myself mashing the buttons to see its effects. In the later stages, a lot of the colors aren't really used much and I just find myself mashing all the colors to see if there's any hidden platform.. I think it would benefit if you just keep the color count to around 2-3 rather than 6. 

  Soundtrack: The soundtrack is great! Crazy how you guys managed to pull off having unique soundtracks for each stage. Kudos to soundtrack guy!

Graphics: The sprites are great. I think the sprites look really cute for the enemies. I like the purple slimes although I never interacted much with those enemies. I think the color choices are great for visibility as well.

But some sprites need some work such as the spikes from the 2nd level. I think the spikes have poor visibility. Needs to be more prominent and screams "pointy thing, danger" Overall:

Great Job completing your first game jam you guys! You've managed to create a game with unique mechanics, complete assets, and even a soundtrack, all under time pressure. You should definitely be proud of what you can achieve in around 2 weeks and a little bit more.

Technicals: 


You guys should set the stretch mode of the project to viewport so that when the game is enlarged, the game expands as well. What ends up happening when I maximize, is that now I can just see more of the game as well as the stuff you don't want the player to be looking at.

You can also export for the Web instead of only specific platforms so it's more convenient to open up and play. 

Bugs and Shenanigans:

Encountered this bug lol. If you are standing in place where a block is where it's supposed to be than you just get stuck.  This also leads to softlocks and forces me to start over ;-;


I'm getting damaged here for some reason.