Nice idea. As others have said, the tutorial bit was cool but confusing - I nearly quit out before the game already began. Then there feels like there's quite a lot of waiting around (for the jump to happen) - maybe shorten the random duration? And finally I'd have pulled the counter down just above the player character to avoid always having to flick eyes up to the top of the screen. Otherwise good job, I like it
Thanks for the elaborate feedback :) yep, that timer definitely needs some tweaking, both duration- and designwise. I really like the concept of another, similar game from this jam, it has a fixed timer, but the "running out" is conveyed by the player contracting like a spring and then jumping afterwards. I'm thinking of something similar for the post-jam update.
Thanks! and yep, I've noticed that as well. I was rushing the respawn system during the last hours of the jam, but I'll definitely improve them in the post-jam update.
yep, that was kind of a last-minute idea. I think a platform placed too far to jump on and having the player accidentally hit the spacebar instead might be a good middle-ground idea, since it keeps the element of surprise but still ensures players get into the game quickly without frustration.
Thanks for the feedback! Yep, that was definitely also something I wanted to do, but ultimately had to scrap due to the limited time. I'll probably make a post-jam update including that though :)
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cool Idea liked it maybe give more feedback when the player is about to jump like start shaking or so great work...
Nice idea. As others have said, the tutorial bit was cool but confusing - I nearly quit out before the game already began. Then there feels like there's quite a lot of waiting around (for the jump to happen) - maybe shorten the random duration? And finally I'd have pulled the counter down just above the player character to avoid always having to flick eyes up to the top of the screen. Otherwise good job, I like it
Thanks for the elaborate feedback :) yep, that timer definitely needs some tweaking, both duration- and designwise. I really like the concept of another, similar game from this jam, it has a fixed timer, but the "running out" is conveyed by the player contracting like a spring and then jumping afterwards. I'm thinking of something similar for the post-jam update.
Great game! It would be good if the when you die you will respawn faster
Thanks! and yep, I've noticed that as well. I was rushing the respawn system during the last hours of the jam, but I'll definitely improve them in the post-jam update.
Hey cool tutorial having to break your own spacebar. Took a while to get that so maybe have that as a promt to start the game. :)
yep, that was kind of a last-minute idea. I think a platform placed too far to jump on and having the player accidentally hit the spacebar instead might be a good middle-ground idea, since it keeps the element of surprise but still ensures players get into the game quickly without frustration.
Cutest intro ever :D. Interesting take on the theme, strict gardener tho
Getting Zelda flower lady vibes off of this one
This has a lot of potential. I would have loved to see other keys get messed with lol.
Thanks for the feedback! Yep, that was definitely also something I wanted to do, but ultimately had to scrap due to the limited time. I'll probably make a post-jam update including that though :)
Good but a little bit to slow for me