It feels more like surviving on the job-field than winning.
The text on the cards are a bit hard to read.
The concept and theme is interesting and the graphics are great and make the player feel immersed.
recyclable garbage,0 gameplay done
moral of the story:
if you only start working on game jam until the last 2 days,you will get food posioning
expectation:
spend 4 days go play games from solo dev matharon jam 4
write some random stuff,play around with gradient,install them,then finish very small and simple gameplay with last 2 days
gameplay:
tl;dr defeat enemy by making enemy projectile hit himself,instead of just beating him
reality:
food posioning afk 2 day gg
I do not think the requirement for precise movement is an issue,the issue is the game requires the player to move precisely but the player is given a tool(slide) that moves imprecisely.
The spikes are not an issue,the issue is that when the player is hit,the player is knockbacked uncontrollably(which takes control away from the player) into other things like pits,pits and pits which leads to insta death.
I wanna be the guy is a game full of cheapshots(where the game is also designed around it) and the player dies from anything in one hit,but the main difficulty comes from the challenging obstacles,while the player is able to control the character precisely to deal wih them and the game also gives a lot of checkpoints in balance.
Just as examples,but mechanics like coyote jump and player have a hitbox smaller than it seems are traditional game design that makes the player feel the game is fair and fun even if the game is difficult.
In the end the game being fair or not is not important,what is important is making the player feel like the game is playing fairly.
There isn't an indicator/pointer showing which option the player is picking during the dialogue segments.
Subjective but i think the camera going up and down when jumping is kinda disorienting.(it seems to not do that anymore in the later stages)
The main mechanic of the revovler knockback is a complicated one.
The first impression is that it also boosts my speed/ add speed to my momentum like the slide ,but actually it only gives the player a recoil kick in horizontal/vertical,so you cant do things like getting a bigger jump from jumping and firing at the same time.
So far from the level design it feels more like a 6 limit double jump,which means that if you fire it before reaching the apex of the first jump,it overrides it with a fixed pushback.
Level 10 is a showcase of that which if you dont fire the revovler directly downwards, you dont get enough upward recoil to go up.
The AI is probably his wife.
also on a second playthrough the model doesnt revert back to the old one without a gun until a death.
the game is fun but its hard to see where will the chopper land.
It does get stale a bit once you figure out to run in loops to avoid the chopper(and then praying not to die from bad wind/water rng),but more melanics will probably flesh things out in the future
jumping is a very risky move due to to the random burst of wind,and there is no mechanics that requires jumping to deal with,so the player is better off only using it as a last ditch effort.(You can also fly the fruit up to the chopper.)
I am also not sure what does the mircowave power up actually does.
Winds being weaker but lasting longer may make things more interesting and differnt type of boards can also spice things up.
The character being knocked back furiously in a incontrollable way when hit combined with the hard to see spikes creates cheap death moments like this room(when returning from above).
Lighting while being cool also creates a lot of moments where its very easy to stumble into the dark slimes combined with the dark parts of the map.
The slide being slimy at the end also makes navigating the insta death pits (which also have large hitboxes) which require precise movements feels bad/unfair/frustrating.
The key counter being at the top takes a lot of space and also creates more cheap deaths moment,which would probably be better if it was in the cornors.
Not having to deal with pits makes the boss fights the most enjoyable part of the game as they provide a good amount of challenge with positive feedback(until you die and get sent back to the checkpoint all the way back at the top left of the map.
The control of the character feels pretty sluggish as if driving a car on ice,which makes controlling the character unsatisfying.
Moreover,the movement speed of the character is pretty low(even with 3-5 movement upgrades and also while not shooting),making dodge roll the only reliable movement option.I would suggest at least make the character be able to move quickly when not firing the gun.
The Type-C gun suffers from this the most since it cannot charge while rolling,which combied with the naturally slow attack rate,makes the player very vulnerable when surrounded by horde.
the enemy projectiles being green also makes it blend in with the background which becomes hard to notice sometimes.
That said,the music is lively and the graphics are cute,and the Type-C gun is very cool despite being the weakest gun.
The how to play screen is helpful but the text is a bit small and hard to read in options and upgrade menus.
Maybe an reward for combo-ing the obsidian and encouraging the player to not let it touch the ground would make it more fun
Upgrades like multiple obsidians/weapons will also increase the interactions of the game
the player being unable to control his jump height means that he has no reliable way to dodge the late game bullet barrage other then praying he kills things fast enough(or rely on hp regen also)
having an enemy that hides at the top and spawns a power up on death would encourage the player to make trickshots with the obsidian instead of just smashing it into enemy groups,which increases the skill ceiling
tutorial_v10009.zip
or the steam version
https://store.steampowered.com/app/2073450/A2CAyry_seems_to_be_playtesting_a_2D_...
sometimes the character doesnt jump when i pressed jump,maybe because there isnt jump buffer
the games also lags out a bit when the character is hurt by spikes
the conversations also keep looping in 1-2(i got the wine conversation first)
i saw someone beating the water puzzle properly while i just run fast and brute forced it lol
(i think both are actually intended)