What doesn't kill you.. (1st game)

  • Platformer
  • Mak SM
  • 2 months ago
  • 66th
Description

Controls:

Movement: WASD

Shoot: Left Shift

This is my first ever "finished" game so far, but i figured it would be a good learning experience to just dive in and join the 1st gamejam that came up:P. It was made only by me and sadly I didn't take into account the music, so.. the game has none. Any criticism or bugs are greatly appreciated but, Enjoy!

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Everyone said what I wanna say, but I have one more thing to add: the changes between the forms are too abrupt. Try to make some time to make the sprite blink or change color and THEN transform.

Beside that and the other criticisms, the game is pretty cool, I liked the concept a lot!

I like the idea of your game but it felt really buggy for me. The gravity felt to strong, specially for the little ball, sometimes I got stuck on walls and in level 2, I didn't die from falling, so I had to restart by pressing R (which I found out by chance, when I went to read a sign with E and missed it hehe). Also, shooting with shift made my computer complain a lot. I only make small games for jams, and have very little experience, so I can't give you much advise and wisdom. What I can say is, keep participating! The feedbacks can help us improve (or at least most of them).

Thanks man, I realise I really messed up with the gravity and should've definitely playtested the game one more time so things like the death pit bug didnt happen. I will definately participate in more gamejams and hopefully produce something so much better than this. Thanks!

What kind of planet has that kind of gravity? XD I really like your game, great concept and pretty good graphics but like everyone else said, could probably notch down the controls. A thing that you could also work on is a small tutorial and you know... a leaderboard system ;)

Im looking back on the game cringing so hard, the gravity is horrific. Wish i could fix it but what's done is done lol

Ok so the idea is not so bad, and the level design isn't horrible either... but god almighty those controls and collisions are awful.

Yeah.. sorry about that. Idk what i was thinking when creating it, but I really messed up the controls and the gravity. I spent ages trying to get the collisions right, but the whole transforming thing really screwed that up. Thank you for the feedback :)

Took a few minute to really get used to the mechanics and the fact that movement and jump speeds changed depending on your health status, so I really struggled at the first few levels (fell in so many pits lol!). Once I got it though, I liked it a fair bit! Really cool idea, actually!

As requested, a bug report: falling down in this level didn't kill me

Yeah, that came to my attention before. Too late to fix it now though :P. Thanks so much for the feedback though

I love how angry the shape gets! I included it in my GM48: Sacrifice compilation video series, if you’d like to take a look. :) https://youtu.be/Ub8Q0nEDs3I

I like the idea, and it's fun getting faster as you get hit. I feel like your base speed should be a bit faster, though - it's currently pretty tedious. The gravity is also way too high, which makes platforming pretty awkward.

The sound effects mostly work well. The graphics aren't the best, but I do really like the way the character changes when you get hurt.

Pretty nice concept. It actually worked pretty well. The platforming physics however did not work out well at all. Gravity was too strong and some jumps that should be easy are extremely hard instead. Falling down a hole should auto restart you as well. Still, pretty good for a first game.

Not much to say that others didn't already but the way you switch forms and the way it changes the way you move makes it really confusing. Like, you take health just before a jump BOOM it retrogrades you in the previous form making the jump way harder and sometimes impossible. Also, is it me or does taking too much health kills you? Cause sometimes you can't really avoid health :T Nice for a first game though!

The first step is the hardest. Good job on completing a game. \o/ Keep making them as you'll get better with time. As others mentioned, level design and game balance is way off.. But don't worry in game jams, this is my biggest problem too. :P

Okay so, it's a first game and I understand the problems, but you should really design levels accordingly. You're asking players to make precise jumps relatively quickly (I liked the regen though) but the gameplay is wayyyyy off. That level starting with the 3 single block platforms + mine made me quit the game. I was juste in front of the door but I fell, because even the simplest jump possible is dangerous with those controls.

So I get that balancing the gameplay might not be that easy, esp. in 48hours, but making sure levels are not that punishing / hard is def. an "easy" option. I found the idea kinda cool but now I'm mad at the game :D

Good job on your first one! I love the idea. Very nice use of theme. And i got a kick out of the little player changing when he got hurt! A couple criticisms. Maybe don't use shift for shooting next time. Turns on the sticky key thing. Feed back of any kind when interacting with anything is great.

But really good job! I hope see you in the next jam!

I liked the idea alot! Its cool to have to get hit by enemies to help you. The smallest version isn't really usable though and if you get into a situation where there are no enemies you have to just bail into the pits but then you don't die. I had fun playing this game though, great first game!

Thanks! I wanted to avoid those situations as much as possible but i figured in certain situations you kinda had to move quickly in order to progress, otherwise you'll gain your health back and have to start again; however i could've definitely done this in a better way. Thank you so much for the kind words though, really appreciate it and now I feel my game is a little less horrific than i thought :)

It was definitely a great first attempt, the gravity was way too strong though and it really messed with making the platforming flow. Also the health regenerating means I had to spend more time playing quickly rather than thinking about how much health I'd need to go forward and making choices.

Yeah that health regen was really hard to get right, i guess i kinda wanted certain things to be a little fast paced so before you start the run and damage yourself you have to think about how much you need to damage yourself by, but i can definately see what you're saying. The gravity was definately a fundimental mistake, not sure why I messed it up so hard, my bad :P. Thanks for all the good feedback, greatly appreciated you took time to sit down and play my game :)

Great core gameplay mechanic! I really enjoyed that your health changed the player size, allowing for more depth in terms of level design. The most glaring issue is that the there air time for jumps is incredibly small. The only bug I noticed was that falling out of view didn't kill the player in the second level. The art wasn't strong, but it got the ideas across without confusion. Though there was no BGM, the sound that was there worked well.

yeah, I was up like 1 hour after i'd uploaded the game in bed, thinking back really worried i'd forgotten to add the death pits lol. Also the issue with the gravity seemed quite big for me, it seemed to hard to land jumps but i wasn't too sure why. Definately should've decreased gravity. Thanks for all your support and feedback though :)

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