Desculpa que te chamei de Luiz, só prestei atenção ao seu nome e pensei que era um homem kkkk. Aviso sim, todo feedback é válido. Publicando o seu do curso e outros pode mandar que posso testar também ^^.
Ruan Palmeira
Creator of
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Obrigado Luiz :D. Eu já participei de algumas Game Jams pra desenvolver esses outros jogos e nunca peguei o costume (que deveria) de dar os corretos créditos, acabava tirando print da tela ao baixar os assets mas na correria acabava não organizando aqui. Juntando com a questão do nosso curso agora resolvi caprichar direitinho e pretendo voltar nos jogos anteriores para reorganizar.
Acha que ficou muito difícil o tempo total e a quantidade de tempo extra? Posso ajustar depois caso tenha.
I'm personally not a fan of the 1 bit graphics game's in general, but in the spirit of the jam, I'm testing all the games of those who also tested mine's. However with your game you could show a good ammount of details not only through visuals but with the story and I liked the experience. Obviously it needed some music and sound effects but I saw your replies to other comments and understood that using an oldtime engine to make the game has some limitations. And lastly I guess the story could be a little more developed at the end to become more clear. Good job!
Nice backstory, visuals and the music is good, but I miss some sound effects on some actions like shooting, damage etc... It took me around 10 "victories" till I understood that I was playing the minions and had to "let" him pass, but that's on me and I know that's exactly the theme. I also got stuck on what to do on level 2, but saw your comment on another post. And I can't leave without commenting about the wiggle animation, really cute.
Good idea and great sound. In the green level I think the spikes could stand out a bit more, I kept missing them everytime and also couldn't pass a certain jump on this level, it's very tricky or maybe it's just me :p. I also encountered a bug while with blue soul, I was gliding to the 3º platform on its stage and the player got stuck on the gliding animation on top of the platform and unable to move.
Also agreeing with other comments, the barrels kinda ruins the experience. A solution to this could be that when you hit a barrel it gets launched into the air, and when it falls it explodes damaging things around it.
I liked the backstory, which is what makes the game fits the theme, but I think it doesn't reflect in-game. You could make an objective to the game at the other side of the map that you have to reach within a time limit, but while doing so you can get those points by destroying everything and maybe add an item or amount of points earned to have more time to reach the objective.
Very nice game, I felt challenged while dying to finish all the levels. As others also said, I immediatly remembered of "The World's Hardest Game" upon starting. Good polish on the visuals and sounds. I tested the windows version for better experience and because it goes fullscreen I missed a way to quit the game, even if it was just pressing ESC, so I had to close with Alt F4. Anyway, nice job.
Hello Khud0 thanks for the feedback, I had some bugs while making the mechanics work and left not much time to work better on the levels (typical jam mistake and also had half time of jam due to be working), but I'm taking into consideration all the feedbacks that I got. I'm going to improve it and start updating after the rating's week.
Hello Vitaman NB, thanks for testing my game. My idea was that the player's life would be represented by how big he was, so you have to increase or decrease it's life using the traps to become able to complete the level. Due to time I couldn't represent that very well but will improve it after the 1 week ratings. ^^
Hello, my idea was that the player's life would be represented by how big he was, so you have to increase or decrease it's life using the traps to become able to complete the level. Unfortunatelly due to time I couldn't implement both mechanics on the same levels, along with some other ideias, but will do so after the 1 week ratings.
Hello, thanks for playing and for the feeback, I also got a lot of people talking about the timers and I agree. In relation to the camera movement, you meant being able to move the camera separately while the ball rolls? The jump at the end is probably a bug that made the moving force too strong being bigger than the jump force and it just smash you into the wall lol. I'll prepare a lot of theese fixes, new traps that I had planned but couldn't implement on time, but will apply them after the 1 week of ratings :D.
I really liked the style of the game. I tried to go without dying so it was nice to see there was more to it when I died. There's one thing that you did, I had also done in the past, that is to only place instructions on the description. Particularly I tend to test a game just by playing and try to undestand by myself, so I tried every button, mouse click etc.. to activate the shield (Obviously I forgot about shift lol.). There's some bugs that should be easy to fix, give damage feedback, but with the time we got it was pretty good.
Thanks Culinary_Delights, my idea was that the player's life would be represented by how big he was. So to complete a level you need to plan where to take damage and finish the level. Due to having only half the jam time to make the game I couldn't implement some other trap ideas, an item that made you get big again and that made it repetitive, but I'll do so after the rating week. Just played your game and left a comment ther :D
The concept is good and the world is very rich, nice hamburguer bushes btw. I usually can't play the games smoothly on the browser, so I downloaded the .exe and after playing 1 turn it got really dizzy due to the camera. Also I got a bit overwhelmed without knowing what could be an hazard, so I went off interacting with everything. If the bear is an hazard, which I suppose it is, when I died it didn't show as found.