I wouldn't worry about the disconnect between the two phases too much. What /really/ piqued my interest was how the game handled the fail state--I thought it was brilliant (for lack of other games trying to address the issue). Well done!
I actually pulled a friend of mine in to give this a shot. Here's some feedback (I hope it helps!):
- Just a heads up but there were some latency issues (we were playing over the Internet); that said, good job on the network coding (it's such a pain). The initial setup of the UI was a bit confusing, but we did manage to connect in the end, so there's that.
- The controls were clever, I really liked the execution of the theme. They still require some tweaking and balancing but you have something good (iterate it). I felt it was a perfect suit for the mouse (felt a bit off when using A/S).
- The objective was simple but fun, and allowed us to focus on trying to outdo the other. A note on the avatar interactions (when the players collide): they need some tweaking (right now colliding doesn't seem to do much?) Good job on the level design (didn't seem to be disruptive to the mechanics or objective).
- Kudos on the audio, 'twas pleasant.
((Also consider playing with a press-hold-drag-release scheme for the right-mouse button so that the player can 'choose' where to dash by 'swiping' the mouse--opposite direction's fine but the game would be more fast-paced/responsive with more control))
LD34 — Two Button Controls / Growing (5)
Radical Revolver Recoil Rampage by AndreasL 2015-12-20T00:38:00
Clever mechanic that ties into the theme, nice.
A Tale of Two Peters by Recursiveanomaly 2015-12-20T00:01:00
I wouldn't worry about the disconnect between the two phases too much. What /really/ piqued my interest was how the game handled the fail state--I thought it was brilliant (for lack of other games trying to address the issue). Well done!
Momentum by Wumbo 2015-12-19T23:51:00
I actually pulled a friend of mine in to give this a shot. Here's some feedback (I hope it helps!):
- Just a heads up but there were some latency issues (we were playing over the Internet); that said, good job on the network coding (it's such a pain). The initial setup of the UI was a bit confusing, but we did manage to connect in the end, so there's that.
- The controls were clever, I really liked the execution of the theme. They still require some tweaking and balancing but you have something good (iterate it). I felt it was a perfect suit for the mouse (felt a bit off when using A/S).
- The objective was simple but fun, and allowed us to focus on trying to outdo the other. A note on the avatar interactions
(when the players collide): they need some tweaking (right now colliding doesn't seem to do much?) Good job on the level design (didn't seem to be disruptive to the mechanics or objective).
- Kudos on the audio, 'twas pleasant.
((Also consider playing with a press-hold-drag-release scheme for the right-mouse button so that the player can 'choose'
where to dash by 'swiping' the mouse--opposite direction's fine but the game would be more fast-paced/responsive
with more control))
RitualCraft by Squid Blink Games 2015-12-19T22:48:00
I thought the presentation was spot on (really liked the UI). Sound would've been nice though (detracts from the mood somewhat). Very nice overall!
Two-Punch Man by canary40 2015-12-18T05:06:00
Thanks for all the feedback guys! It really helps us pin down what worked, and what did not.