Hi! I just played your game, here are a few critics.
* there are a lot of different mechanics for such a small game. At first those are nicely built upon each other (press the button, then push the crate on the button, then push the crate on the button with a twist), but the light level completely erase that. It is way too hard and does not rely on previous mechanics, and feels rather out of place, to be honest.
* the music feels too much "action" and does not quite fit with the puzzle/reflexion game, it's rather tiresome, especially considering that the levels require more and more thoughts processing.
* the theme feels a little pasted on the concept. In spite of the weird tunnel bringing us back in the same room, it does not feels like the same room, with the layout being wildly different
* there's a hint of a scenario, but way too vague to serve a real purpose. I guess you had something bigger in mind but couldn't fit in such short timeframe.
* controls are smooth, but I find it annoying to have to switch between keyboard and mouse for movements and dialogs. Also I use a french keyboard, and WASD is not my primary choice, so I would have liked using the arrows better (especially since the mouse is not really useful).
Apart from that the game is nice, with simple but clear graphics and objectives. The best part was the nice mechanisms build-up through the levels. That's also why I found the last "lights" level so disappointing.
I played on a Linux 64 and everything went smoothly.
Also, there's a small bug in the lights level: when you press 'R' to restart the room, if you stand on a switch at that time the lights around that switch won't reset. It's no big deal, but having been stuck there for quite some time I wondered if I had to use this bug to finish the room. :]
I played your game, here are a few points maybe you'd like some return on. Full disclaimer, I only made it to *just before* the ends of the first level.
* controls of the character are very "fast" (in lack of a better word). There's no inertia to it. It makes it hard to walk slowly, to time and adjust jumps right, etc. * same as above: gravity is very strong, which makes jumps really hard to control. * the gears are buggy, and they do not seem to bring that much to the game (they are quite easy to pass). Maybe you'd like to consider replacing them by another type of enemy, or just make it a barrels/pendulum/platform sequence? * a small pause between death and respawn would prevent some very stupid deaths, especially since the checkpoints are so close to the edge of a platform. * graphisms and animation are poor, but efficient. The green theme and electronic background feels nice. It would be nice to have this theme used more fully, for the design of the platforms, characters and obstacles. * the music theme is simple but largely enough for a level this size. It would add weight to the character to have some noise for the jumps, walk and death, though.
As a final note, I'd say this is a simple platform game, overall really really hard, but more because of the way the controls feels than because of an intricate level design, which is unfortunate. I like the idea behind the graphic theme and I would love to see it more exploited throughout the design.
I played the game on Linux 64bits and it went smoothly. The only "problem" was that I could resize the window and if I did the background didn't fit anymore.
This is a pretty nice contribution, especially considering you were using Godot for the first time. Well done!
LD37 — One room (2)
Endless by Crazy046 2016-12-12T23:48:00
Hi! I just played your game, here are a few critics.
* there are a lot of different mechanics for such a small game. At first those are nicely built upon each other (press the button, then push the crate on the button, then push the crate on the button with a twist), but the light level completely erase that. It is way too hard and does not rely on previous mechanics, and feels rather out of place, to be honest.
* the music feels too much "action" and does not quite fit with the puzzle/reflexion game, it's rather tiresome, especially considering that the levels require more and more thoughts processing.
* the theme feels a little pasted on the concept. In spite of the weird tunnel bringing us back in the same room, it does not feels like the same room, with the layout being wildly different
* there's a hint of a scenario, but way too vague to serve a real purpose. I guess you had something bigger in mind but couldn't fit in such short timeframe.
* controls are smooth, but I find it annoying to have to switch between keyboard and mouse for movements and dialogs. Also I use a french keyboard, and WASD is not my primary choice, so I would have liked using the arrows better (especially since the mouse is not really useful).
Apart from that the game is nice, with simple but clear graphics and objectives. The best part was the nice mechanisms build-up through the levels. That's also why I found the last "lights" level so disappointing.
I played on a Linux 64 and everything went smoothly.
Also, there's a small bug in the lights level: when you press 'R' to restart the room, if you stand on a switch at that time the lights around that switch won't reset. It's no big deal, but having been stuck there for quite some time I wondered if I had to use this bug to finish the room. :]
Nice work over all! Good job!
Escape the Room by CoderDozer 2016-12-12T22:53:00
Hi!
I played your game, here are a few points maybe you'd like some return on. Full disclaimer, I only made it to *just before* the ends of the first level.
* controls of the character are very "fast" (in lack of a better word). There's no inertia to it. It makes it hard to walk slowly, to time and adjust jumps right, etc.
* same as above: gravity is very strong, which makes jumps really hard to control.
* the gears are buggy, and they do not seem to bring that much to the game (they are quite easy to pass). Maybe you'd like to consider replacing them by another type of enemy, or just make it a barrels/pendulum/platform sequence?
* a small pause between death and respawn would prevent some very stupid deaths, especially since the checkpoints are so close to the edge of a platform.
* graphisms and animation are poor, but efficient. The green theme and electronic background feels nice. It would be nice to have this theme used more fully, for the design of the platforms, characters and obstacles.
* the music theme is simple but largely enough for a level this size. It would add weight to the character to have some noise for the jumps, walk and death, though.
As a final note, I'd say this is a simple platform game, overall really really hard, but more because of the way the controls feels than because of an intricate level design, which is unfortunate. I like the idea behind the graphic theme and I would love to see it more exploited throughout the design.
I played the game on Linux 64bits and it went smoothly. The only "problem" was that I could resize the window and if I did the background didn't fit anymore.
This is a pretty nice contribution, especially considering you were using Godot for the first time. Well done!