First some bugs: - The character can get stuck while falling from the pits.
- At the start of the game, the player can go the left side of the screen and fall into the abyss.
- When the sketch book is open, the character's animations still play. - There are some art bugs here and there, nothing serious. - The buff blonde guy won't interact with the hole properly, it stutters before falling in it. In some rare cases, it won't even fall.
I'm not a fan of the game/level design. Here are a few things I noticed: - When the player gets the hole, there's a bully and also a message that the player can read, I wasn't able to read the message because I got distracted by the bully and misclicked, closing the message. - There's no clear indicator of the player taking damage, I only noticed it when I was about to die. The grey mask is kinda hard to see with the game's color pallet. - I don't see the point of the decoy. The bullies can deal damage even when distracted, it isn't cheaper to use or anything, I don't see why I would use it instead of the hole. - The sketch bar is a weird mechanic. I suppose it is there to prevent the player from spamming drawings, but it causes more problems than it solves. If I play correctly the bar never depletes making it irrelevant, if I play badly it depletes way too fast, turning everything into a boring waiting game. - The duck boat, How am I supposed to use it? - I enjoyed the idea of the sketch book, but it got old pretty quickly. - It gets tiring having to open and close the sketch book every 5 seconds or so.
I haven't finished the game but so far I'm enjoying it. I liked the concept a lot and I think that if you guys push it further you can end up with a game worth selling.
Thanks Yee! I always really appreciate your detailed feedback! My goal on this project was to push the animations as far as I could, and actually your comment on something I worked on previously gave me the idea to set up the jump on the blend tree. We definitely had a lot of ideas we wanted to implement considering the amount of free time we all had.
We are currently looking into a bug that is preventing the player from getting killed when falling in our level border. Something broke our trigger volume there I'm assuming. The idea was that you could use the hole to escape an enemy as well as defeat them but there weren't many cases we have that we could use that sort of ability in a meaningful way.
As far as the duck , it floats on water, you can pick it up and throw it, then walk across it.
The concept behind the Ink Bar is that some puzzles could be set up to challenge you in how to solve it while managing your ink levels, but we admittedly didn't get around to adding too many of these situations.
We had played around some different ideas about how to use the sketchbook. I think if I were to change it, I'd have maybe two extra buttons that you could assign drawings to, similar to how Zelda handles items and then allow the player to freely draw them.
You can get softlocked by falling into your own pits, and I died on the boss and it glitched the game out so I couldn't continue. Really good graphics and sound though.
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Really nice concept.
Here's some feedback:
First some bugs:
- The character can get stuck while falling from the pits.
- At the start of the game, the player can go the left side of the screen and fall into the abyss.
- When the sketch book is open, the character's animations still play.
- There are some art bugs here and there, nothing serious.
- The buff blonde guy won't interact with the hole properly, it stutters before falling in it. In some rare cases, it won't even fall.
I'm not a fan of the game/level design. Here are a few things I noticed:
- When the player gets the hole, there's a bully and also a message that the player can read, I wasn't able to read the message because I got distracted by the bully and misclicked, closing the message.
- There's no clear indicator of the player taking damage, I only noticed it when I was about to die. The grey mask is kinda hard to see with the game's color pallet.
- I don't see the point of the decoy. The bullies can deal damage even when distracted, it isn't cheaper to use or anything, I don't see why I would use it instead of the hole.
- The sketch bar is a weird mechanic. I suppose it is there to prevent the player from spamming drawings, but it causes more problems than it solves. If I play correctly the bar never depletes making it irrelevant, if I play badly it depletes way too fast, turning everything into a boring waiting game.
- The duck boat, How am I supposed to use it?
- I enjoyed the idea of the sketch book, but it got old pretty quickly.
- It gets tiring having to open and close the sketch book every 5 seconds or so.
I haven't finished the game but so far I'm enjoying it. I liked the concept a lot and I think that if you guys push it further you can end up with a game worth selling.
You guys did an amazing job!
Thanks Yee! I always really appreciate your detailed feedback! My goal on this project was to push the animations as far as I could, and actually your comment on something I worked on previously gave me the idea to set up the jump on the blend tree. We definitely had a lot of ideas we wanted to implement considering the amount of free time we all had.
We are currently looking into a bug that is preventing the player from getting killed when falling in our level border. Something broke our trigger volume there I'm assuming. The idea was that you could use the hole to escape an enemy as well as defeat them but there weren't many cases we have that we could use that sort of ability in a meaningful way.
As far as the duck , it floats on water, you can pick it up and throw it, then walk across it.
The concept behind the Ink Bar is that some puzzles could be set up to challenge you in how to solve it while managing your ink levels, but we admittedly didn't get around to adding too many of these situations.
We had played around some different ideas about how to use the sketchbook. I think if I were to change it, I'd have maybe two extra buttons that you could assign drawings to, similar to how Zelda handles items and then allow the player to freely draw them.
Thank you so much for the feedback! It is greatly appreciated
You can get softlocked by falling into your own pits, and I died on the boss and it glitched the game out so I couldn't continue. Really good graphics and sound though.
Thanks for the feedback! Falling into your own pits is intentional but it IS supposed to kill you if you fall too far haha one more thing to fix.