lol very fun, very silly. not being able to walk backwards took a bit to get used to, but still fun biting houses and burning wells. :)
gazimon
Creator of
Recent community posts
Hey, y'all did pretty well, even it's unfinished! The movement is nice, the camera doesn't make me motion sick (and I'm a little prone to motion sickness), and the otter's animations are nice. Love this funky little otter. I like the music, too. It has that chill vibe Stardew Valley or Minecraft has.
I love the player character (it breathes!), and whether you made the music or not, it was a good choice for the overall feeling of the game.
If you keep working on this, I'd suggest changing the moving platforms so that they only start moving once the player has reached a certain place in the world. It wouldn't be a huge deal, but it breaks up the flow of the story when you have to wait a while for the platform to come back because you just missed it.
Neat! I like the little upgrade system. And while it took me a little bit to understand what was happening, I was able to figure it out without instructions, so that's cool. Ended up getting to green before I ran into my tail.
I think the board is really big to be so empty. Some obstacles could break it up a little and give the player more to dodge while trying to get the dots.
I like the story and the visuals! (Though -- the art for the player character doesn't seem to match the NPCs? Not a huge deal though.) I liked that I was able to get behind enemies to attack them more efficiently, and the animations were all very nice.
It isn't strictly necessary, but it's a little strange playing a sidescroller without a jump button. And the UI on my screen didn't seem to be in the right place; the health bar was an inch or so away from the left and bottom edges, and the dialogue box ended up underneath that.
I was only able to get into the garage area, but this is a neat idea. The mouse sensitivity is kind of high, so it's hard to look around accurately.
(I know in your post mortem you said y'all couldn't use the perfect solution for feedback on if something was melting or not. But even if the object glowed when you shot at it, it'd be a little easier to know if you were even shooting something that could be melted.)
Oh, okay, this took me a bit to figure out. Very neat! I like this idea a lot.
Feedback:
- Some explanation for the controls would be helpful. I didn't realize at first that clicking switched between worlds. (Though now that I've done that, I think I remember seeing you post progress on this in the Discord!)
- Maybe make it more clear where switching worlds could be helpful. And similarly, don't let the player fall into the void at the beginning of the level. That's where players want to try out the basic movement/mechanics, so generally the first part of a level will feel relatively safe.