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Really enjoyed the level design worked here!

Hey!!! This is really cool Kadala, congrats! I started playing some of the tutorial levels/areas/whatever you want to call them. You sell the environment and goal right away, and the combination of abilities seems super interesting! A few notes that I saw in case you haven’t written them down yourself yet though:

  • Jumping feels a little floaty and un-polished, but that’s not really a bad thing either if the player isn’t going to have to be making quick, super skilled jumps. (Tbh, jumping is why I don’t make platformers myself XD)
  • “I don’t have enough fingers to press all the buttons!” This was a thought I had a couple of times. Most notable were that jump and Open Door felt reversed to me, and I had to keep switching hands in order to throw potions.
  • Hold to throw farther. This interaction will feel so much better once it has a progress bar to show hard I’m about to throw a potion. I had some trouble trying to gauge it only by feel for that first high-up button.
  • The room with 2 boxes where I was supposed to use C to open the gate while I walked through: I think I softlocked that room after physics-clipping the two boxes into the corner by accident and yeeting them into the void. No page for me :(
  • I LOVE THE CROUCH DRAWING!!! Hahahaha. It’s perfect.
  • Okay, shooting clouds is way too fun: https://gyazo.com/a2e2f75eb845bf5c3fb3cfc56e5aa195
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Thank you for the feedback!

This was made in 10 days for a game jam, so it will have a lot of unpolished details.