Shaped by MHaton

[raw]
made by MHaton for LD35 (COMPO)
A platformer based around precision of movement and execution. Or something.

I'll be honest, I sort of substituted good design for difficulty when building the levels, I spent far too long on the menus and functionality and not enough on playtesting. From about 6+ I pretty much started phoning in the level design. On the plus side, the menu has working buttons and bindable keys for once.

If you get through all the levels, share a screenshot of your level select screen, I'd be intrigued to see if my best time displays actually work properly. It doesn't save between closing and reopening the game unfortunately, so if you do it, it'll have to be in one sitting. Good luck.

Includes two game types:

Levels - Incredibly difficult, get the lowest overall time (although finishing all the levels is in itself a massive achievement)

Sandbox - Collect all the sparkly things in the shortest time you can, or just jump around and experiment without fear of resets.

Feedback

keyboardmonkey
18. Apr 2016 · 05:18 UTC
It is an interesting idea, now I like the piano sounds as you change shape, that is very relaxing, and your drawings are clean and tidy :)

There is no level progression. Remember we play your game for the first time, you've got used to your game for 48 hours now. Make level 1 a simple one-platform with a gap - It helps new players learn to use the triangle. Then level 2, a tall wall to learn how to climb with the square, and so on.

What I don't like so much is the controls, it is difficult as you said. You cannot move the ball while it bounces, or the triangle while it flies, you can only affect direction that moment you shape-shift, and that give us players a very small amount of time to react. That makes it hard.

If the circle can be pushed left/right while bouncing, it will help. The triangle moves really fast, it has to slow down, it is hard to react when you near those spikes - is the triangle meant to be this fast? Do you use frame-limiting?

You spent your time unwisely with the menus. You should make a working demo that controls well, first. Leave menu's until last, you can always add menus in a post-comp version. Even a one-screen "hit any key to start" screen works.

I hope this is useful advice, I really think you have a nice game here, and you should work on a post-comp version :)
glitchu
19. Apr 2016 · 01:29 UTC
Very interesting mechanics. I found the difficulty curve somewhat too steep, maybe you should've made simpler levels that introduces each of the shapes properties to get an understanding and feel so that later down the line you've already prepared us for that. Good job though :)