I appreciate the explanation of the bugs, I know a bug is supposed to be something that the player discovers on their own, but in reality it's difficult to have players naturally discover the bugs while also avoiding frustration at a seemingly impossible puzzle. Really well executed, excellent art, and great concept!
wubli
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You did make it to the end! I unfortunately was fixing bugs and enemy behavior that were necessary to build more challenges up until the last minute. There were still art assets and puzzle ideas I would have loved to bring in, but didn't have the time to implement and test.
I totally agree with the coyote timer, and you're not alone in having challenges with getting them to stop in the right spot. I already had eased physics calculations on enemies in anticipation of this, but I didn't have the opportunity to tweak it for difficulty. I think maybe tonight I'll look into fixing some of the glaring issues here and submitting a second project that can show a more complete picture of the idea.
Thank you for your feedback, and congrats on making it to the end! :P
It's one of those! I'm not going to lie, I got to live out my power fantasy by just standing in one place and shooting out an absolutely insane amount of projectiles. I'm not sure what I picked up, but my cooldowns stopped working entirely. I love this genre and I wouldn't mind seeing more of it, the only really glaring thing to note is that there was a lot of object collision moving around the level that wasn't super obvious, usually I was just bumping into trees.
This is my favorite platformer from this jam so far. You've got some excellent game juice and the platforming is just the right amount of challenging. My only complaint is the inconsistency of the colored blocks. I know it's the buggy part of the game, but I felt like what happened on what color block was a bit inconsistent at times which just led to a memorization game.
I appreciate the generous checkpointing, and it was a fun experience to play all the way through!
It gave me warioware vibes. The quick nature of it meant that it was more-so testing by ability to recognize patterns more-so than my ability to throw a thing in a video game. I think a little more consistency in the throw and maybe throwing from an inventory instead of having to pick up from a table might go a long way.
I agree! So many things left unfinished/unrealized. I was tweaking enemy interactions up until the last second. If I had just a few more hours I would have been able to add a lot more ideas for challenges in addition to music/sound and the proper tileset. Thanks so much for playing it and for the kind words!
Good work! Kind of reminded me of an aim trainer at first, but I do like the glitches you integrated from the theme. There was definitely an ah-ha moment when I realized that the last block you shoot is the one that drops the bug, that adds a really interesting layer of puzzle complexity. Apart from bringing in some art assets, maybe just make the player a little less floaty and I think that will take it a long way.
I like the idea, I almost wish I could see the robots path traced out on screen as I make changes. Starting off in the early levels was a little unclear before receiving control statements. The second level felt like I was just placing statements down in any order or combination until the thing I wanted to happen did. Things were much clearer starting at level 3. I had issues with one level where the robot would bounce down a slope and not go the way I intended.
I admire the effort that went into the art; I was sure they were hand-drawn until I saw your page. Keep it up!
I still don't know how to solve the first puzzle because I found another (maybe unintended?) bug that got me past it. I know someone else already said this, but the difficult platforming combined with difficult puzzles can be overwhelming. I don't think the platforming, or the puzzles by themselves were too difficult, but together they made things a bit more difficult.
I love the art despite it's simple nature, and for what it's worth the player controller is satisfying to control and I always feel in control which makes the platforming much more welcome.
Really disorienting at first, I kind of appreciate the idea of a game that tries to push the boundaries of comfort without being unplayable. Unfortunately the game crashed for me, I think while I was looking for the last item? I know it was intended to be glitchy, but progress wasn't super clear to me.
The swimming state change hook was a good one. I did it accidentally before I realized what I was doing. The first interaction with that mechanic in particular might have been better in a larger room, but it worked out anyway. Overall the player character is quite big and navigating can be quite clumsy, but it's not too bad. Great work!
I couldn't remember the name of the game for the life of me until I read the description, but it is very much reminiscent of reigns, likely some others too. I wasn't sure what the glitching was or if it played a larger part in the game. I almost felt that it might be more interesting with a timer ticking down on each decision, or maybe just rewarding fast decisions with a slight decrease in levels. It would be nice to have a some recourse to save myself as things get dire.
The dash/state mechanic was interesting... I'm assuming that was a tie-in to the theme, but it was really disorienting and could have been helped by some juice/animation/sound effects to help the player time dashing across the lava. There's a compelling infinite runner here, but the players controls need to be a lot more punchy. Canabalt is an example of a game in this genre that gets the genre down while also having somewhat floaty physics. I'd love to see some tweaks to this game, the art is great and there could be something here with an improved player controller/game juice!
This is a nice little snippet. I appreciate that it didn't overstay it's welcome, it's just the right amount of obnoxious without being overbearing. I started to wonder at times if I was doing the right thing; things worked out soon enough that I didn't get frustrated. A button prompt or dialog indication of the slide or double jump might have been useful.
Great work!
Player physics are a little floaty, and could use more heft. I liked the art style, but after a while the red causes a lot of strain on the eyes. The silhouettes are still real cool.
Gameplay-wise, it's a little frustrating. I wouldn't mind a bit more reach on the sword, or to be able to survive more than one hit. I picked up a life item, but I'm not sure what it did?
