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David Brož

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TimestampSince previousGameDavid Brož's comment
Oct 10 12:41:21 Puncher Pusher ♥ 3 Literally made me laugh out loud, 10/10, would punch again!
Oct 10 12:50:29 9m 08s Cluttered Space ♥ 1 I liked it but I managed to slap the button off the screen and that's game over. You might want to fix that if you are planning to work on it some more.
Oct 10 12:55:12 4m 43s Wyrmweaver ♥ 0 Sorry, but I cannot play it. Antivirus doesn't like it.
Oct 10 13:30:39 35m 27s Toot-al Darkness ♥ 2 I like the title but not so much the game. I find the mechanic of my eyes being forced closed every few seconds annoying and it was just preventing me from playing the game. For me, it translated into „Every few seconds you are not allowed to play the game for a few seconds“It's basically an artificially laggy game. The environment is confusing, everything looks the same, and sometimes I get disoriented by the blinking on top of that. This made it so annoying that I did not even get to see the thing that is supposed to hear the farts. I think you have several absolutely unnecessary mechanics that you should probably just remove and focus on the signature mechanic of your game - the fart. I don't see why battery and blinking mechanics, are necessary or even useful. You probably don't even need the flashlight. You don't even need the flashlight for the signature mechanic to work but I guess it's kind of necessary for the title pun. If you are going to continue working on the game, I suggest decluttering. I like the title but not so much the game. I find the mechanic of my eyes being forced closed every few seconds annoying and it was just preventing me from playing the game. For me, it translated into „Every few seconds you are not allowed to play the game for a few seconds“It's basically an artificially laggy game. The environment is confusing, everything looks the same, and sometimes I get disoriented by the blinking on top of that. This made it so annoying that I did not even get to see the thing that is supposed to hear the farts. I think you have several absolutely unnecessary mechanics that you should probably just remove and focus on the signature mechanic of your game - the fart. I don't see why battery and blinking mechanics, are necessary or even useful. You probably don't even need the flashlight. You don't even need the flashlight for the signature mechanic to work but I guess it's kind of necessary for the title pun. If you are going to continue working on the game, I suggest decluttering. The game is presenting itself to be about inconveniently timed farts in a horror scenario so don't distract from that. Get rid of unnecessary mechanics and put in mechanics that work synergistically with the main mechanic - the fart. One possible solution: Make the enemy blind and always near the player. In the current state, I had no context for why farting is supposed to be bad. I don't know if the enemy can hear it, get to me or if the enemy even exists. (I didn't meet them) It's not terrifying to make a noise where there is no apparent danger. It would be absolutely petrifying if I farted as I am trying to sneak past the enemy and it started to sniff and follow the fart trail. Anyway, thanks for participating I am glad you made time to make this for us!
Oct 11 17:29:54 27h 59m Just One More ♥ 2 Hi, I like the game and I have some feedback if you are interested. I'll try to list the problems I found in the game and write one of the possible solutions. Ofc it's not the only solution but maybe you might find my suggestion useful. Solve or not solve the problems as you see fit. ## The start of the game is confusing. The first time I played the game I started with the rocket launcher and my instinct was to try to rocket jump through the window. Which for you should sound alarming. As I know now, I cannot rocket jump from the starting platform and I cannot jump through the window. Both of these facts went over my head. After clicking and looking at the ground for 10 seconds I got killed and got the dash ability and tried to jump through the window. I hit the wall and died. And I tried to do that 6 or 7 times before trying anything else. ### Problems: ***The window is the first thing player sees and it doesn't look that small.*** I had no reference if I could jump through the window or not and all of the other paths were hidden from me. ***A solution:*** Restructure the level in a way, where the player gets to use the default movement (walking and jumping) for a moment while progressing and sees all or some of the possible uses for the power they have. Make the first movement player needs to do just moving forward. During this time, the player has time to look at what power they have and think about how they can use it. Basically, move the start further from the wall. It's confusing to start the game staring at a wall with one window and the window not being the place I am supposed to go. ***It is not clear what ability player has and how they can use it.*** There is a text box in the corner of the screen that says it. But that is not a great way to communicate that. This requires me to look away from the point I want to focus on (what's in front of me) to read the text, then look back to the center of the screen to orient myself and then start to look around about how it can be used. ***A solution:*** Make the abilities instantly recognizable. Give each ability a visual and audio identity that can be clearly distinguished and matched to the ability in an instant. It should be that within 1 second I know what ability I have and I am already thinking about how to use it. To be fair, you are most of the way there, most of the abilities have either clear visual or audio identity. All of the abilities should have both. Humans react faster to sound so it is much more important that every ability has a clear audio cues if you want and effortless identification. Right now it's like this 1. **Pogo Stick** - has audio with a slight delay and no real visual identifier (except that you start falling a little bit different than with other power). 2. **Dash** - is the worst offender. There is just nothing. 3. **Tiny** - tied for the worst. There is almost nothing. The only signal is that the camera is somewhat lower. 4. **Cannon** - Very visually clear but no audio cues . Also, the limited view makes it hard to make decision about where to go. That could be fixed by level restuctionalization 5. **Rocket Jumper** - Sort of clear visual cues but no audio. This would be much less clear if there was another ability with some stick-like object on the right side. I suggest to give each ability clear visual and audio component that is recognizable in the first moments (0,25s) of the game. As it is now, player can do that but need to get used to it, you want it faster. Also don't put the text in the corner and don't change the font. That makes it so much worse in the start. If you want to use different fonts, make sure that every ability has it's own font and that it can be used for quicker ability identification. **The rocket jump is just weird.** I don't know exactly what does it but the rocket jump feels weird and hard to control. My guesses are this: 1. The acceleration is too fast and too instant. 2. Being able to only use it on red platforms feels weird. 3. Sometimes it just doesn't fire 4. I see no projectile