Thank you for your feedback. Glad you liked it.
Red Syllable Games
Recent community posts
The music is relaxing and shines beautifully as an intrinsic part of the experience. The Achievements, missions and puzzles are well put together (Setting fire to something as a fireman was interesting). The art is clean & consistent, I particularly like how the fire looks. It's an excellent experience.
The ship looks really cool, the temperature mechanic was well implemented. I liked the soudtrack as well. Visually the elements don't feel repetitive. Maybe consider adding checkpoints and increasing the speed of the craft as the player crosses each successive checkpoint as a mechanic.
Excellent visuals and animations. Using heatwave as a story element was also quite different, I liked the whole story. The inverted moving platforms with the gravity mechanic was a nice touch.
Really well done!
(Checkout and rate my game Ice Quest)
I managed a score around 13K.
The expression of the naked villagers cracked me up.
The explosions were cool.
Chickens were notoriously hard to click.
I also liked, how if I got overzealous with my clicking, the collisions between villagers would cause them to knock into each other and fall away.
Suggestions: Adding variations to the clickable items that optionally also affect the time left would add a lot of fun. Adding a custom cursor.
Overall, Well done!
Loved the parallax effect and transition between areas.
I liked the theme, running out of water, a torn landscape, NPC story narration, the break in pace with the safezone.
Adjusting the walking animation speed and run/walk transition would have made a lot of difference, at least for me.
I couldn't get past the second desert but that could be me being bad at jumping mazes in general.
The ground detection and hit box size requires time to test out so I understand it not being on point.
The decision to make the trees a foreground element added to visual variety (something I forgot completely in making my game).
Overall a cool game.
Praise the sun!
Yes, that was a rookie mistake, I playtested all the mechanics in lvl 1 and it became too easy for me, so I made it harder each time I played.
I was thinking of making the level easier but keeping the timer.
Thanks for the feedback.
Thanks. My first Jam so I made a few rookie mistakes. I unintentionally made the first level too hard; as I was playing it again & again, I adjusted the difficulty upwards each time and it just ended up that way. Smh
Haha together we've got the Juxtaposition sub-theme in the bag. I am looking forward to playing your game.
Played the WebGL version. It was fun to traverse. The drop down over the lava pool into the grab, preceding the final vertical section took me a couple of tries.
Movement was fine in my opinion. If I were to change something I would change the general bounciness of the player, if that fits your overall design.
Depending on the pacing, you may also adjust the long pool areas to have a platform in the middle with some obstacle like a timed geyser, which would add a timing element to the jump and grab mechanic.