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unholyprefix

4
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16
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A member registered Nov 22, 2016

Recent community posts

That is entirely true and fair.

And yet, you felt you needed to make a video showing the path to complete it and upload it as an update in the devlog, right? It seemed, to me, like it was because a number of people were having trouble. Ultimately, someone is going to have trouble with even the simplest of things, but I figure this indicates an issue that can be solved pretty easily without having to have outside resources like youtube videos and such. Afterall, aren't watching Leaf and watching this video fundamentally the same? (I say this knowing I might make an ass of myself 'cause I still haven't watched Leaf do it, lol.)

When I got to this point, I felt like I wanted to know how to get to the goal before I tried because I usually get a lot more frustrated under a timer (even if it is only perceived), so I went to try to figure it out before racing Leaf. Maybe other people felt the same way? Maybe they felt like they didn't want to risk losing the race? Maybe they thought something entirely different. idk. Players do weird things for weird reasons you can't always anticipate.

I figure the best you can do is give a variety of 'hints' while trying to minimize things that might come off as 'hand-holding'. Like being able to copy paste with ctrl+v or the right click menu, you could watch Leaf do it or you could figure it out first. 

To reiterate, the problems I had were seeing where I was supposed to land and the specific order of dash-jump -> dash -> jump instead of dash-jump -> jump -> dash which is what I had been doing. 

I don't intend to be rude with these observations and suggestions. Sorry if this comes off as such, I simply would like to see this game be as good as it can be.

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I think a large part of the difficulty for this jumping puzzle/race is about not being able to figure out where to go. This could probably be solved pretty easily with some environmental clues and more careful usage of color/contrast. Adding a few carboard panels in jump spots on blank areas like the roofs or even wooden ramps. 

Especially for the final jump onto the tower, I think putting some higher contrast scaffolding in the spot you can land at would work. I've drawn in some here:


You can actually make it from here pretty easily if you stand on the railing.


I wasn't actually aware of the significant difference in the order of jumping and dashing, which is another reason I had trouble, but I think the path finding issues are an easier to solve level design issue.

Sorry if this comes across as mean, but I think this game has really good potential. It just needs some polish.

As a side note, I feel like the game is pretty blurry on my setup. Any idea why that might be? Playing 1920x1080 on fullscreen with AA on and CRT off, but the blurriness still feels like a lot.

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Here's your error report.

This game is really coming together quite nicely. Good job