Thank you for playing! That dust bunny got hands though, haha.
Wrong Way Games
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This game was a lot of fun to play! The screen wipe effect when you die was super cool. I didn't immediately understand what was and wasn't an obstacle at first in some cases (the balloons confused me at first for whatever reason), but after a few tries I got it down. The little cutscenes were super cute, by the way. Nice job!
I got recommended this game and I can say it lived up to the hype! The only criticisms I have are related to performance issues others have already highlighted, so I'll spare you that. The game was fun, the music fit the vibe super well, and the incorporation of the theme was good. Overall, great work!
I’m glad you found the feedback helpful! It was sincerely my pleasure as I feel like I learned a valuable lesson from your game.
If you do go through my portfolio, I hope you enjoy seeing my gamedev journey. It’s a lot of unfinished work and growing pains abound, but I like being able to look back and see how far I’ve come. I look forward to looking through your stuff, too, and seeing future games from you. :)
So I'll just make a whole new comment for this in case someone else sees it, and and it helps them give you more valuable feedback (for any potential readers, I have a comment down below you can reference for the rest of the conversation):
I played both versions and my final verdict is that I like the game jam system more and not the updated one, BUT, that's because I took more care and attention with your game this time around. I saw the intentionality and design in your game this session, and I don't think I was ready to see it before when I played it the first time because the game was kind of punishing and I simply didn't give it enough of a chance. That's on me, and I will tell you I went back and bumped up your Gameplay score sizably because I think you make good, intentional choices that show strong game design skills. However, the game is also hard and has a steep learning curve at first, which can turn people off. That's why I said earlier it might be a good idea to revisit some of the obstacles you designed (all of which are GOOD, I must reiterate) and make them less punishing for a short game session, like say a game jam. The part where you have several sloped islands to jump on was the first major road block for me and it stayed a major road block every time I fell back down (watermelon 21, for reference). I would personally tone that one down a little and save it for a little later in the level. Maybe someone else would feel differently and had no problem with it, though. Take this part with a fistful salt. I found some shortcuts that made it easier to get back to where I was, but it still felt like it a bit punishing overall.
Ultimately, I'm glad the game jam version encourages one to slow down and be methodical about the next move. Once I realized that, I did do a lot better with the game. The updated version was easier for me to navigate, admittedly, but I think it's because it makes it more similar to platformers I'm already familiar with. I do not want to ask you to box yourself into that system, and instead I encourage you to go back to this and think about how you can make it even more "you" because I really liked that aspect of your game once I got to know it better. The game has a stronger identity that I gave it credit for and tells me you have a lot of potential as a developer.
Anyway, I'm glad I revisited this. Actually one of my favorite entries now. If you're a player reading this, give the game a fair shake and you won't be disappointed.
Sure! So when I say “clunky” I mean that the jumps feel heavier than I expected, and the wall grabs feel slipperier than I wanted them to. It felt like it was almost… bogged down(?) by this.
Personally, I’m wondering if maybe, for me, you just tweak some of the values you mentioned and not necessarily go the Mario route, but revisit the first few obstacles and make them easier/less involved so the player gets a feel for what to expect. I need to replay it to give you more detailed feedback about what exactly is going on because I’m just going off memory at this point. Give me some time and I’ll revisit and give you a detailed breakdown of my thoughts on these systems you have in place. I’ll see if I have time after work today.
This game is so cute and the music is relaxing. I think the graphics are a pretty strong point, and I loved the rolling/jumping/etc. animations. I do think the jumping in the game is a bit clunky though and could be revisited. I really struggled on that first pit until I figured out how the system really worked. Overall though, great job!