Movin' and Keepin' Alive by G.A.GameStudio
This is a game where you avoid enemies and obstacles and get to end. Check out the game if you want the story. Also when playing a level you can use the escape key to exit the level.
Ratings
| Overall | 2111th | 3.055⭐ | 75🧑⚖️ |
| Fun | 1844th | 3.014⭐ | 75🧑⚖️ |
| Innovation | 2318th | 2.576⭐ | 74🧑⚖️ |
| Theme | 2381th | 2.764⭐ | 74🧑⚖️ |
| Given | 78🗳️ | 103🗨️ |
I do have some tips however,
1 - a story is awesome but you don't NEED it, for me it's pretty obvious you didn't make the game with the story in mind since I can't find any robots (altough I did only get to lvl 2/3)
2 - just put the text through a spellingchecker, it's pretty hard to change the text after it's uploaded :)
3 - it's too hard, we the developers play it a thousand times while programming but the player hasn't. keep that in mind.
Overall a very fun small game!
- direction change: I like the idea of never being able to stop and always being forced to move. You could add more weight on that and bring your movement more alive and make it less steady by minor animations or tweaks in the transitions in between the different movement states. For example you could have the player accelerate first after he is turning (you could even approach it with a more creative style like some old cartoons did where the character kind of "brakes" on the ground before he is turning to give your movement more character. you could check out the turning mechanic from animal crossing for inspiration: https://twitter.com/rtm223/status/1242031542823575553)
- movement polishing: there a few things that could get polished further (eg. walking uphill or collision detection in movement). I remember when I was working on a 2D platformer few years ago there was video series from Sebastian Lague for this exact topic, maybe it helps you to improve your movement mechanics further: https://www.youtube.com/playlist?list=PLFt_AvWsXl0f0hqURlhyIoAabKPgRsqjz
keep it up! :)
I would had one more advice, I believe in level 2 (the first one with enemys), there is a part where there is a fall. It could be frustrating for the player to not see where he will land, I would always give cues to the player about what is coming next.
Overall good game
Jump didnt feel that responsive at times. (Maybe bcoz of the groundcheck or could be playing in the browser).
Assuming this is your first game, this is great stuff !.
Good job ! Keep Going !
The used tilemap is a good pick, but the musical choices were very off putting (zelda / mario remixes etc are not the best picks in my opinion)
But since the core game play mechanics already are not a satisfying experience, every other criticism is kinda pointless. That's the most important part of your game and everything revolves around it. So you should make sure, that that part of the game works and is fun!
Good luck for your next projects, I hope you can use some of the feedback :)
Other than that it's a really fun game. I like the mechanic of not being able to stop and the way it's introduced in the tutorial.
Congrats on finishing the game and having it this bug-free, though, keep going!
Inside the box is a plant, but not any ordinary plant. It's the plant of life and nature or as most humans called it "Mother Nature." Robots wanted to make the world mechanic, all robotic, but the only thing stopping them is the plant of life and nature. To hide, the plant of life and nature turned into a sprout which is in the box. Your job is to take it where no one will find it, a space station in space which orbits Earth. The plant will be transported by a space shuttle to the space station. And there you have it. Thats what is in the box.
Great entry and good level design!
Ps: did you use the unity tilemap editor? Because I saw some glitches in the tiles alignment of the tiles.
I still had the same problem with the easy version though, which is the hill just after the first enemy where when you arrive at the top physics make you automatically jump a bit, which means your feet are not on the ground when you want to jump. For an (even) easier version I would make the top part of the hill longer and the platforms with the enemies after that longer too. Or maybe more lives.
Nice music but a bit too loud sound effects I think.
Overall well done!
If you do carry on to make more levels, do some more of your own art. It looks like you made a start with the main guy, and more than ever ( I started around the same age ) there are tons of free tools
(
ASEPRITE -
https://www.aseprite.org/
GIMP -
https://www.gimp.org/
)
that you can make yout art with. :smile:
One thing that'd be more challenging , would be if he didn't stop on walls, but just went backwards, that's what I was expecting to happen on the tutorial.
Not sure if others have mentioned it, but a really awesome thing you can add to make it more snappy and feel like control is in the hands of the player is:
- Add a "timer" to the jump key, say 0.2s - if this timer is > 0s and the player == grounded, then jump.
- (This will allow players to press the jump key just above the ground, and the jump will instantly fire - removing that feeling of "I pressed jump and nothing happened!")
- Add a "timer" to the "grounded" state, say:
- if(grounded) isGroundedTimer = 0.2s;
- if(!grounded) isGroundedTimer -= Time.deltaTime (reduce the timer by frame amount);
- then if Jump Timer > 0 (button has been pressed), and isGroundedTimer > 0, jump (set both timers to 0/-1 so that the player can't infinitely fly XD)! :P.
- (This will allow players to jump just after leaving a surface/edge, a tiny window where the player can still press the jump key and launch - as human reaction speed is not perfect - and if they miss by 0.1s @ an edge, the character falls and dies.
Outside of that, just some more effects for getting hit and responses would be nice :) (you might have already added those in future versions, but I'm rating from the Jam Entry :P.
Nice work!