Fun little game. Nice art, nice music. I like it. But its very rough around the edges. THe sudden change in music and pace is very jarring. Its just a bit unpolished in a lot of ways
The music transitions from calm to frantic because you are now under time pressure, it’s NOT sudden and it LERPS the audio of both tracks over a second or two, I don’t think it’s jarring at all. I don’t think it’s unpolished or rough for a gamejam at all :) I think maybe your standards are high.
Thanks for playing.
Dawg, I wasnt trying to insult you personally, I dont even think your games's bad at all. I didnt even know it was for a jam, ok? Its fine that you dont think the game's a bit unpolished but try to atleast consider other's opinion
ok I realize that my previous comment might not contain much info about which things I think are unpolished. I have played the game again. I still think its rough around the edges. I still think the music change is a bit too quick. I like the dash. I like the gliding mechanic but sometimes it doesnt work how you would expect it to, maybe a bit of coyote timing/grace time where you can still hold down the jump button and glide would be good. I think the number of dash's the player can do is a bit too much. Maybe increasing the dash cooldown might be nice or just reducing the number of dash in reserve. Sometimes its a bit hard to understand which obstacles will hurt you and which wont and why they would even hurt you. Anyways, man, fun game
I appreciate you explaining a bit more on the unpolished parts. I can agree that maybe there is no indication that the game is about to speed up or get harder. I could do better with pacing, and maybe take another look at the transition of music, or maybe the music could be more similar so it doesn’t feel so jarring. I think you are right about the jump button, with coyote time, it would be a much-needed addition and feels great when it’s there. I did try to include a variable jump (not the best, I admit), but coyote time is something I should have looked at adding.
Initially, there was no cooldown on the dashes, and I wanted a little bit of balance. I also wanted it to be fun, which is why I gave so many. I could see that maybe it’s a bit forgiving. You are not alone in the obstacle and knowing which ones will hurt you—I really struggled here to find a balance between art and functionality. In the end, anything with a bright outline is dangerous.
As a developer, it’s hard to balance for all different skill levels and develop a game in such a short amount of time. While I playtested the game a bunch of times and changed so many things over the course of development, I did fall into the trap of optimizing my own playthroughs. I had a few playtesters check it out, but nothing stood out as concerning for me to change.
I do appreciate you taking the time to come back and have another go, and give me some good points to focus on. Thank you, and have a great day!
Yeah, I feel you. Its really hard to playtest and then implement new features in a jam since you're just focusing on actually completing the game. Anyways, the consistency and quality of your games is astonishing. You're like a chinese gamedev sweatshop or smth lmao
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Fun little game. Nice art, nice music. I like it. But its very rough around the edges. THe sudden change in music and pace is very jarring. Its just a bit unpolished in a lot of ways
The music transitions from calm to frantic because you are now under time pressure, it’s NOT sudden and it LERPS the audio of both tracks over a second or two, I don’t think it’s jarring at all. I don’t think it’s unpolished or rough for a gamejam at all :) I think maybe your standards are high. Thanks for playing.
Dawg, I wasnt trying to insult you personally, I dont even think your games's bad at all. I didnt even know it was for a jam, ok? Its fine that you dont think the game's a bit unpolished but try to atleast consider other's opinion
ok I realize that my previous comment might not contain much info about which things I think are unpolished. I have played the game again. I still think its rough around the edges. I still think the music change is a bit too quick. I like the dash. I like the gliding mechanic but sometimes it doesnt work how you would expect it to, maybe a bit of coyote timing/grace time where you can still hold down the jump button and glide would be good. I think the number of dash's the player can do is a bit too much. Maybe increasing the dash cooldown might be nice or just reducing the number of dash in reserve. Sometimes its a bit hard to understand which obstacles will hurt you and which wont and why they would even hurt you. Anyways, man, fun game
I appreciate you explaining a bit more on the unpolished parts. I can agree that maybe there is no indication that the game is about to speed up or get harder. I could do better with pacing, and maybe take another look at the transition of music, or maybe the music could be more similar so it doesn’t feel so jarring. I think you are right about the jump button, with coyote time, it would be a much-needed addition and feels great when it’s there. I did try to include a variable jump (not the best, I admit), but coyote time is something I should have looked at adding.
Initially, there was no cooldown on the dashes, and I wanted a little bit of balance. I also wanted it to be fun, which is why I gave so many. I could see that maybe it’s a bit forgiving. You are not alone in the obstacle and knowing which ones will hurt you—I really struggled here to find a balance between art and functionality. In the end, anything with a bright outline is dangerous.
As a developer, it’s hard to balance for all different skill levels and develop a game in such a short amount of time. While I playtested the game a bunch of times and changed so many things over the course of development, I did fall into the trap of optimizing my own playthroughs. I had a few playtesters check it out, but nothing stood out as concerning for me to change.
I do appreciate you taking the time to come back and have another go, and give me some good points to focus on. Thank you, and have a great day!
Yeah, I feel you. Its really hard to playtest and then implement new features in a jam since you're just focusing on actually completing the game. Anyways, the consistency and quality of your games is astonishing. You're like a chinese gamedev sweatshop or smth lmao