I appreciate the nice pixel art :)
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Thanks for the encouraging comment. I did end up fleshing out the prototype over the course of the last week! If you're interested in seeing what's changed, you can download a Windows executable here: https://github.com/ayng/gmtk2019/releases/tag/postjam
I think the rocket platform idea is awesome. The concept of jumping on platforms and creating them at the same time is just really cool to think about. It is pretty hard to jump on those tiny platforms though, even though the movement feels pretty tight already.
The combat is really neat, as I mentioned in the Discord, I love being able to shoot an enemy, watching where the blast puts it, and then lead the next shot based on where I think the enemy will land. If you've ever played Pharah in Overwatch, it's like shooting your Concussive Blast at an enemy, seeing where they're headed, then hitting them with a direct hit because you know exactly where they'll be.
Awesome submission with a clever take on the theme.
The attention to detail in the game is ridiculously high. The camera, animation, combat, the core concept, is excellently executed. It's all so well thought-out and well tuned. I say that as someone who has struggled endlessly with getting these things right before, even in non-jam settings, and never really succeeding. I'm in disbelief at what you've achieved in 48 hours.
The torch is central to the game, literally. It allows me to see, which I can immediately tell is important, given the large percentage of the screen that is pitch-black. I love that your torch level IS your health bar, making it so much more significant to the core gameplay, rather than just being aesthetic. I feel this sort of significance of mechanics is something that Mark talks about in many of his videos.
Dashing feels so good. As I used it more, I slowly realized that I was using my precious light. You've woven everything together in this game, which gives it a wonderful clarity.
If there's anything you could work on, I would say it's teaching the player, through level design, about why the torch is precious to you. Make a long hallway with no refill stations, then just as the player is about to run out of light, give them a torch-on-a-wall. Make a maze of gaps that forces the player to dash a lot, maybe even run them out of light. Don't be afraid to kill the player. I should mention that I never even died once, even though I knew I was messing up. Eventually I figured out the cadence of the combat, but there's really nothing stopping me from mashing the attack button relentlessly while I'm near a torch, which is really easy given the high density of torches on the map. I feel like you could push this game to create moments of greater excitement.
Awesome mechanic and great level design to complement it! Very fitting that the box has many functions. This was very satisfying to play, probably because there's no BS. If I died, I know exactly why and how I died and how I can do better next time. For me, there's nothing more valuable in a game than consistency, and this game is very consistent. Great work, clever game.
Awesome take on the theme! I love how you connected movement with attacking, and then added an extra layer on top to give the position of the sentinel more meaning. My only gripe is that the camera doesn't exactly help me see oncoming enemies.
I'm going to be brutally honest: it was pretty difficult to play. I get bored pretty easily and I like playing games as quickly as I can, so I'm a bit disappointed when I know what I want to do but I can't do it quickly. Why did you choose square wheels? It felt so dissatisfying to do the basic function in the game. The few levels I did play had some variety, but weren't designed in a way that taught me the mechanics of the game. An example of the type of level progression I would have liked: First, a straightaway. Then, a turning path. Then, something that involves backing up. Then, something that involves backing up while turning. Something like that. The levels I played felt unfocused, like the designer didn't have a clear goal in mind for each level, aside from "this level is different from the last."
I do like the lawnmower model + sound fx, very cute.