This is definitely a great game! Gameplay is fun and unique. Art style is very appealing to look at. Soundtrack I hope is on Spotify.
I did encounter a few bugs that unfortunately kind of ruined the experience, however. In the first level, the character sort of got stuck. I could move a few feet at a time, and had to press the directional buttons multiple times to get anywhere. That first car at the beginning of the first level. The camera didn't transition in time, so the character walked through the wall and fell out of the map. The textures and lighting also all went black randomly throughout.
But apart from that, I see high potential in this game! For some reason, this game showed up when I searched "Klonoa." This game scratches the same itch, at least, so it's definitely something for me!
I'm not much of a computer person, so bear with me here: Intel UHD Graphics 620 Intel Core i3-8130U CPU @ 2,20GHz 8 GB RAM
I've had little to no issue running games that are (on the surface) more demanding than this, but I also don't know too much about the intricacies behind that stuff in game development.
During shader compilation, the game tends to stutter a ton, resulting in a lot stuff breaking. That'll be an issue on integrated graphics like yours, it seems, as they'll take longer on compilation.
I can't really fix that and honestly the game under the hood needs a bit more tweaking, my personal recommendation is to pause the game when you enter a new area and wait a few seconds for everything to load properly.
The graphical problems you reported seem to also be a result of poor compatibility with Intel GPU's.
I'll be sure to make adjustments if I ever rerelease this game in some form, probably have shaders compile at startup rather than waiting until you're in a level.
Very cool art and aesthetic, the game play might be simple but the charge up dash punch and bell jump reset was fun enough for few levels in my opinion. The last level was a little bit hard for me but mainly because i was inpatient when i died and wanted to go back to where i was and died way more then i should have haha. I think this could become a full game and people would buy it for the art itself alone !
Also the camera transitions are very cool and again the game looks fantastic.Sick game overall :)
As with all my jam games I've considered turning them into full games or updating them in the past, but I just don't think I have the skillset to pull off what I'd want to do with this game right now.
I downloaded this game some time ago but never got around to playing it until now. As such, I don't know if these critiques are in any way relevant to you currently, but I thought I'd share my thoughts regardless.
Firstly, I would like to say that while I enjoyed how the hover and the dash are linked to the same action/button, I wasn't a fan of how the only way to cancel a hover without dashing was to let it time out. Not only did it reduce the hover's utility as a tool to maximize air time (given that the player loses horizontal control while hovering), but it also reduced the moves' utility as gap cleansers due to how Ase would "sometimes" not dash because I let go just a second too late.
My suggestion would be to have the hover always transition to a dash when the player lets go of the button or times out, unless they press an additional input to cancel it, such as jumping or even crouching. That way you could keep the hover's fixed momentum trade-off without running into the aforementioned issues.
Secondly, it never felt right to me how magnet-jumping didn't reset your ability to dash/hover again. My intuition always told me it would, and I always had to consciously remind myself it wouldn't. Then again, one could argue that's just a me problem though, since I had no issue with magnet-punching not resetting my ability to jump again. Something to consider.
Thirdly, though perfectly understandable given the constraints of a game jam, I feel it was awkward how there were paths that required magnet-punching/jumping on enemies to proceed, only for them to not re-spawn if you messed up the jump. I admit, this last one is my pettiest point.
Your critiques are still valid regardless of your skill level.
Personally I think some of the level design can be tweaked to let the player learn the central mechanics without trial and error, but I just didn't get around to implementing it.
← Return to jerboa
Comments
Log in with itch.io to leave a comment.
This is definitely a great game! Gameplay is fun and unique. Art style is very appealing to look at. Soundtrack I hope is on Spotify.
I did encounter a few bugs that unfortunately kind of ruined the experience, however. In the first level, the character sort of got stuck. I could move a few feet at a time, and had to press the directional buttons multiple times to get anywhere.
That first car at the beginning of the first level. The camera didn't transition in time, so the character walked through the wall and fell out of the map.
The textures and lighting also all went black randomly throughout.
But apart from that, I see high potential in this game! For some reason, this game showed up when I searched "Klonoa." This game scratches the same itch, at least, so it's definitely something for me!
I haven't seen any of these bugs before in my life, what are your specs out of curiosity?
Oh, oops, didn't see this until now
I'm not much of a computer person, so bear with me here:
Intel UHD Graphics 620
Intel Core i3-8130U CPU @ 2,20GHz
8 GB RAM
I've had little to no issue running games that are (on the surface) more demanding than this, but I also don't know too much about the intricacies behind that stuff in game development.
During shader compilation, the game tends to stutter a ton, resulting in a lot stuff breaking. That'll be an issue on integrated graphics like yours, it seems, as they'll take longer on compilation.
I can't really fix that and honestly the game under the hood needs a bit more tweaking, my personal recommendation is to pause the game when you enter a new area and wait a few seconds for everything to load properly.
The graphical problems you reported seem to also be a result of poor compatibility with Intel GPU's.
I'll be sure to make adjustments if I ever rerelease this game in some form, probably have shaders compile at startup rather than waiting until you're in a level.
That was a cool platformer !
Very cool art and aesthetic, the game play might be simple but the charge up dash punch and bell jump reset was fun enough for few levels in my opinion. The last level was a little bit hard for me but mainly because i was inpatient when i died and wanted to go back to where i was and died way more then i should have haha. I think this could become a full game and people would buy it for the art itself alone !
Also the camera transitions are very cool and again the game looks fantastic.Sick game overall :)
I'm glad you like it!
As with all my jam games I've considered turning them into full games or updating them in the past, but I just don't think I have the skillset to pull off what I'd want to do with this game right now.
In the future, though, I very well could!
I downloaded this game some time ago but never got around to playing it until now. As such, I don't know if these critiques are in any way relevant to you currently, but I thought I'd share my thoughts regardless.
Firstly, I would like to say that while I enjoyed how the hover and the dash are linked to the same action/button, I wasn't a fan of how the only way to cancel a hover without dashing was to let it time out. Not only did it reduce the hover's utility as a tool to maximize air time (given that the player loses horizontal control while hovering), but it also reduced the moves' utility as gap cleansers due to how Ase would "sometimes" not dash because I let go just a second too late.
My suggestion would be to have the hover always transition to a dash when the player lets go of the button or times out, unless they press an additional input to cancel it, such as jumping or even crouching. That way you could keep the hover's fixed momentum trade-off without running into the aforementioned issues.
Secondly, it never felt right to me how magnet-jumping didn't reset your ability to dash/hover again. My intuition always told me it would, and I always had to consciously remind myself it wouldn't. Then again, one could argue that's just a me problem though, since I had no issue with magnet-punching not resetting my ability to jump again. Something to consider.
Thirdly, though perfectly understandable given the constraints of a game jam, I feel it was awkward how there were paths that required magnet-punching/jumping on enemies to proceed, only for them to not re-spawn if you messed up the jump. I admit, this last one is my pettiest point.
can't get very far into it, but that's probably just a skill issue
Really love the art, and ur Qodot usage also came out really nice!
I do not enjoy 2D platformers so I'm not trusting my critiques on how the game played but I envy ur art so so bad.
Your critiques are still valid regardless of your skill level.
Personally I think some of the level design can be tweaked to let the player learn the central mechanics without trial and error, but I just didn't get around to implementing it.
Glad you enjoyed the artwork though!