Thank you!!! I'm glad you liked it.
PlayXtGames
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Firstly, you have no idea how much nostalgia I had when I played this prototype of yours, it was very similar to the style of my game at the beginning, good times...
But focusing here on this test, I found the mechanics to be very solid and I really liked the physics of the game, when I got to the end I thought "that's it" which you can be sure, it's a good sign.
Now the path to go through this is...varied, so, I recommend you take a piece of paper and play some random ideas and little by little putting them together in a coherent way, just be careful not to make the same mistake I made, I ended up creating a very large and ambitious project, but, in terms of design skills I had zero skills!
So, that's it! I wish you good luck in this recent project was born, and I will keep an eye on it to see what it becomes in the future ;)
Olá!!! aqui é o playerxt falando, estava dando uma passada pelos jogos do itch.io e acabei encontrando o seu jogo então decidi dar uma leve analise e também dar algumas ideias para o jogo, então vamos lá!!!
Começando pela trilha sonora, eu gostei bastante da musica, combina no estilo pixel que o jogo segue lembrando dos jogos da época do primeiro Nintendo, mas ao mesmo tempo o jogo usa bem a instrumentação.
Na área da gameplay eu tenho mais observações, primeiramente, os controles são responsivos oque eu gostei, e os carros tem diferentes velocidades oque cria uma necessidade maior de estratégia e reflexos oque eu realmente gostei, só tem dois detalhes que na minha opinião faria o jogo ficar melhor:
1) Melhorar as colisões entre o carro do jogador e os obstáculos: Eu sempre morria por coisas que as vezes eu nem percebia ou as vezes eu colidia em algo e nada acontecia, acho que uma colisão consistente deixaria o jogo bem melhor.
2) Uma maior distância da câmera: Isso é mais uma ideia mesmo, mas, acho que ficaria melhor se a câmera ficasse um pouco mais afastada para assim ser mais fácil de ver os obstáculos pela frente.
Bônus) Agora só deixando uma ideia mesmo, acho que daria uma sensação maior de movimento se o fundo tivesse topo uma linha ou algo tipo constantemente indo para baixo.
E é isso, desculpe se tiver falado aqui algo demais, mas gosto de destacar tanto as partes boas quanto ruins de um jogo, afinal, sabendo desses dos lados, fica mais fácil melhorar cada vez mais tanto o jogo quanto as próprias habilidades do criador do jogo.
desejo boa sorte ai na criação desse jogo ou em outros projetos que estiver desenvolvendo, e que continue aí tentando e melhorando que você vai longe!
agora fui...
hello and thank you! I tried to do the best I could in the time I had, and the details of the controls, in the future I will make a tutorial or something that indicates the controls that should be used, in addition to an option to choose the types of controls that the player will use, and you can leave it alone and I will continue to produce the game, I have big plans for this one! Thanks again for playing. I'll check out your game later!! 😉
thanks!!!
▪I used this connection between jumping and speed as a way to bring variety and complexity to the player's movements, when you're going to jump, it's not just a jump, several things you have to take into account.
▪The more vertical level design is already being added in the game phases, unlike what I could do in this version, it will work in layers, like you have the top path which is the most difficult and which will make everything for you to go down or falling from it, there is the middle one that most players will end up falling on where there is a balance between platform and exploration, and the bottom one where there are paths more with slower platforms and less linear.
▪Yeah, I know, I had a lot of ideas that I ended up not implementing in the final game.
▪I'm already writing the story and you can be sure it will be relevant, if there's one thing I always strive for, it's bringing a good script to the games I make.
▪And the enemy is a bug that I forgot to remove in the final version 😅...
thanks! It really is, this year I couldn't follow the way I wanted the theme of the jam, who knows next year, as for the physics I did it with that same objective, I wanted the player to have to master the controls and layout of the level to be able to move in the phase, so the more you master the controls in the more areas you access and the faster you pass, the art in general I am happy to hear that it was good, in the future I will release a version that has at least two phases to be able to have an idea how the game is going to be and the plot, etc, and to finish everything I used to make the game was the game maker an application to create music from the playstore my brain.
thanks, different from my other main game, this one i tried to make it more focused on the pixel art style without a lot of details to look more like retro games and also because it would be faster to make in two days, in terms of the looping mechanic , it really is a great idea, it just needs more development and exploring creative ways to put it in the levels.
yeah I know, and I tried to focus more on making the physics work right a lot of ideas I had like: him having a movement that he glided with his ears, or one that rotated for a certain amount of time, but I had to remove those abilities from this version, because, it was bugging the whole game, but who knows in the future.
very cool your game man! the simple design helps not to get lost on the screen and the colors are very well placed with the colorful background in contrast to the dark scenery, and I really liked the screen flip that the game gives, however, I really missed a progressive speed
example: the ball starts slowly and gradually accelerates
and also another tip:
you have to leave a type of reward for the player, like, for your game I indicate a record system there every time you start the game it will be written how far you went.
Other than that I really liked it and it's quick and simple it just needs to add more things. unfortunately I have nothing to give, but I wish you good luck, keep improving and you can go far!😉
yes, I was (and am) thinking of making a game that would mix the speluncky idea of going to the bottom of a place making choices with a little minecraft like building mini stations for improvements, etc using materials from the sea, but for now I'll go work on the main controls and mechanics of the game.
hello I'm playerxty and today I was looking for some to analyze and I found yours so let's go.
graphics:
the graphics are great since the proposal is similar to the classic games.
gameplay:
except for some errors in the collision mask (the player holds the wall) the rest is fine.
level design:
well he is average because he is successful in using the player, but he has much more creative ways of using mechanics.
main problem:
FEEDBACK knows that time when you are playing mario and you are attacked by an enemy the mario automatically flashes and is small indicating that he took damage the same valley when he catches the mushroom. I think this is missing in your warning to the player what is happening for example the first time I played the game the only collectible that I noticed was the diamond due to its more blue color that stands out in the scenery but the rest for example the plant of life I went straight because both the character and the plant did not react or demonstrated that something happened I think that a green ' ' effect after you took it already solved the problem. other than that I really liked your game 🖒
Hello, how are you ;^), I was looking for a game for analysis today and I remembered that I was due to see your new update for a while so I played and came as always to give some tips and show the defects and successes I found. 1st level design of the mechanics: starting with the defects, what was most uncomfortable was the level design, I realize that you have immense creativity and you are great to have original ideas, seriously the idea of the thorns that reach the jump was so original that I even modified it a similar one for my game, the problem I see is that you don’t present these ideas a perfect example and the white stage with a few eyes there. imagine someone who has never played a game she would easily give up on her game. Just imagine a teacher spending a homework on albert austin for the next day, but he taught us who albert austin, certainly the courage to do this homework would drop to zero since you would have to analyze, research, understand (understanding is important ), to do your homework, now tell me if you could choose between doing the activity or playing on your beautiful computer which one would you choose :^ what's missing and you first teach how the mechanics work and then put the player's learning to the test and, I said too much again: ^} I'll be more summarized Other than that I liked everything else the armor you get encourages you to zero the game, the stages are creative and diverse, I was stuck in the arrow stage. ready :^° I really liked this update and I'm excited to see the ending. And I came to take this opportunity to say that I will analyze if I can help you on the soundtrack (I do not confirm anything) because I was studying music for my game and I saw that you need it so I will see here 👍, now I'm done.