I liked it. I wish the camera had been zoomed out just a bit, as it felt a little claustrophobic, but it was fun nonetheless. Great work!
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Would it even be a GMTK jam without a shoot to move mechanic? All joking aside, this was absolutely fantastic. The movement was super satisfying, and the addition of the pressure gauge to both keep you from relying on one member too much and serving as a constant reminder of which button controlled which guy was a fantastic addition. Well done!
I like this concept! One thing I would recommend, make it so only the "good guy" can push. It's a little too easy if all I have to do is have my enemy run face first into knives all by himself. I don't even have to turn much! (Not to mention, why would my worst enemy voluntarily impale himself?)
Of the games I've played with this mechanic, this has some of the best ideas from a puzzle standpoint. I love the torches being static places to switch characters, and how the 2 characters can both help and harm the other. The only thing that brings this down for me is that the characters move like hamsters who are running late after chugging a gallon of espresso. Slow them down! It makes the game so much harder to play
Have you ever played an indie game called "Thomas was Alone"? This game reminds me quite a bit of that. I love your artwork! It's really nice looking! I wish the controls were a bit tighter. There were several bits where I knew what to do, but any time I tried to do it I would end up flying off a ledge accidentally and have to rearrange all the blocks to try again.
Have more confidence in your work! So much of the tutorial felt like an apology, and I hadn't even decided what I thought of the game yet! Don't poison your player's opinion before they've seen it. Even if you think it sucks, present it with confidence!
I think the movement may be bugged. It stops moving after a moment even if I'm still holding the button, and freezes any time I attempt to shoot. Keep making games! You'll keep improving as time goes on!
The art is cute. The chain doesn't really add much to the game though. Whenever you have a mechanic, ask yourself, what would happen if this wasn't in the game? In this case, the answer is: not much. By extension, it either needs to be improved or replaced
Keep up the good work! One thing to remember for next time, if you have bugs in your movement, that's ok, but don't build them into the level design. One of the levels pretty much required you to jump by touching a platform with your face, which is confusing to the player. I can't wait to see what you make next!
Great game! There are a few spots that could have used a bit of tweaking (the lava pit in the first section should be slightly smaller, so you don't have to be right up on the edge to pass it), but overall it was fun!
I've played a few games with this mechanic, but this is definitely the most polished/well put together of the ones I've seen. I already thought it was well done, then you added portals too! Really fun playing it. Loved the squash and stretch on the sprites. Good job!
Cute idea, though I find it a bit hard to focus on both games at once. It certainly creates a feeling of chaos, but more so it ends up feeling like playing one game while losing another than playing both at the same time. It's a fun experiment though and well put together. Good job!
I like this concept! I wish gliding didn't kill your momentum quite so much. Made me avoid using it whenever possible because it just wasn't fun to play with. But still, never met a grappling hook game I didn't like!
The camera made me motion sick. Regarding the level design, I must ask: what gets added by splitting the gameplay across 2 characters? During the level I played, I didn't really see anything where if the wall in the center wasn't there, I couldn't have done with only one character. Any time a mechanic is added to a game, ask yourself what it really changes. If the answer is nothing, then it's what I would call "fluff"
(There is a chance I didn't get far enough in your game to see the interesting aspects of the mechanic. If that is the case, I apologize, but the camera has given me a headache and I'm going to go lie down now)
I believe there is a problem with your build. Any attempts to play the game are met with "The code execution cannot proceed because UnityPlayer.dll was not found". A shame, I wanted to try it
Have more confidence in your work! Instead of telling me how scuffed it is, tell me the controls and let me see for myself! I correctly guessed parts of the controls but I have a feeling I'm missing something.
Good job switching tools! You'll find Unity is far more powerful than anything scratch can produce! (Also, look into Godot before you fully commit to learning Unity. Personally, I like it better)
This is really neat! One thing I will say is that while it is disincentivized by the scoring, there's not really anything stopping you from flying the whole time and skipping the level. Would be interesting if there were obstacles where the two had to be separate to progress