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ANTiDOPE prototype's itch.io pageJudge feedback
Judge feedback is anonymous.
- The idea of the game is really interesting. In this set up I liked playing the villain. The art is very cute and together with the music, creates a great environment. The story is kind of hard to relate to, and throws me off a bit. I understood that the main character got very angry but these many swear words just left bad after taste. There are many other ways to show that someone's getting mad. The music is really good, but it can get muffled with charterers' talking sounds. It would be great to have a volume slider for music and voice separately. The game is missing a bit of optimization. The platforms set up for the first level seems to be quite difficult for the player who hasn't yet got the good grip on mechanics. For the first runs, I would advise to make it easier. Game design document - it is visible the game was very well though through and how much work you guys put into it! Over all, this is a great attempt for the game jam and I am looking forward for more!
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/17GImcB5Pr2sV4B9zqhIN8PpOySFFqHGfamKFuTMYKaM/edit?usp=sharing
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
ANTiDOPE is a surreal story-based 2D platforming game. The player follows Jackie as she uses a biological weapon of her own design on her friend to prevent him from ever being happy again. The game largely centers around speed, and finding smooth paths through terrain to go faster, while dealing with damaging enemies. WASD/Arrow keys to control the character. ZX /JK for attacks. Enter to progress cutscenes, and Escape to pause the game
Please explain how your game fits the theme:
The player character is quite literally a biological weapon designed and used to hurt others. Additionally, the game is designed in a way that's meant to make you feel destructive, and like a quick-moving weapon.
For some reason, Construct 2 doesn't load the title music until you start it once and then reload the page.
Other than that, this is our first game and game jam! We had a lot of fun, and we hope you have fun playing our game too!!
Is there anything you'd like the judges to pay particular attention to?
Controls, Music, Art, Story. Our hard work and effort ;)
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Comments
Neat concept! The animation timing with the momentum movement was nice. The music is excellent!
Not sure I appreciate the language, or using a biological weapon against a friend, but the game is solid. Great first jam!
Congrats on finishing the jam! I think the art is very nice and the little character designs were good. I like the UI in the top corner and the art itself is very clean. It certainly looks like a brain!
I had a lot difficulty playing the game. For example I think I ran into a bug where if you died and got reset I would no longer be able to jump with wasd and needed to use the arrow keys.
I didn't really feel "Sonic" from the game. Although it's true that you needed to go fast, you almost always needed to have the spin key pressed down otherwise you would just take damage - maybe that should be the default. I also didn't enjoy the white blood cells - when I was going fast I would not see them and run into them and then get damaged or die. I think it may need more of a warning that they are coming up.
The jump boost was nice but they looked like an enemy so they were easy to miss and it would've been nice if they didn't disappear on touch - I had to wait around for them to respawn. The placement of the blockades and the jump boosts were a bit strange - sometimes the jump boost would require the player to stop and turn directions because the boost would fling the player into a wall. It also would've been nice if the checkpoint had a larger hit box - I missed it a couple times because flinged over it.
I found myself having to stop a lot when the game is about going fast.
I didn't get to the outro but I don't think the intro really resonated with me story-wise. I was a little confused on what was going on - that they were playing cards - and Jackie's attitude was strange. Maybe that was the intention?
One thing to keep in mind is that it would be nice if the title of the game was following the rules a bit more.
Otherwise great job! I think some tweaks here and there could be made but it's a good base to start off with!
wow this game was sick, very challenging , and a very nice art style,
For the old manuscripts say REVenge devours minds and yet... The brain screams "C-C-COMBO!!" as it tosses it around inertly vivid externally beautiful imagery. And yet persistent mind behind killjoy's eyes still starts and starts again, still rolling from previous failures. Still trying to push that [J][J][J]oke in time or to catch a bloody breath or waiting to get out of the well. For the mechanical voices scrubbed its mind to leave only violent bliss. As organic voices babble time curls into its bizarre villainous shell. As they, as manuscripts, as the universe, and as this everything ends with "Go FISH!"
Thank you, kind patient. Your thoughtful words ring throughout my being in tones and colors that sate my mind. We hope you had a quality time with our Special project.
The tutorial is really nice, as well as the characters. I’m glad you gave the option to skip the dialogue as I had to sit through it for most other games so that’s a great thing to have. Music felt really fitting and it visually looked good.
My first issue was the “J” key to attack, the swing felt really hard to hit, and when I’m going at a high speed and pressing it, more often than not I miss the swing as it basically needs near pixel perfect timing. When failing, it also makes the game extremely frustrating as you lose all momentum and basically have to backtrack and redo it again. And with how slow the momentum is to buildup, it basically meant running, gaining speed, hitting a wall, then having to build up speed again. I definitely feel the attack should be more forgiving, as even at times I hit the blood cell and still get damaged, losing all momentum.
The game is not easy, and it is very common to lose momentum from random walls, to blood cells etc. So I feel a way to “reset” instead of having the player walk back would be good. I do know that you reset to a checkpoint after a few damage taken, but I would rather it be like Geometry dash where you die immediately and go back to the checkpoint without delay. This way, you don’t have to feel like you always have to backtrack after a failed momentum jump. As I’ve been “trapped” in areas a few times, where I have to backtrack all the way to a wall, and move forward at full speed and jump in order to just make it over a wall, as movement speed seems to also affect how high you jump.
For a game that is built around momentum and speed, I feel you did a good job making the player feel good going at high speeds, all that’s left is better level design to let the player keep high speeds for longer. This game has great potential though, and with enough polish, I could see people trying to speedrun it.
Thanks! There definitely needs to be a lot of tuning, I made the attack hitbox humongous and thought it'd be enough but yeah I need to watch the timing a bit. I think there is a bit of a design flaw that needs to be worked out with the health mechanic as it's not as fun just to be stunned into a shitty situation rather than restart. Thanks for playing, i hope you enjoyed it!
The characters and writing of this game were really well done, and the meta 'tutorial' conversation with the player was worked well. I also liked that you made it possible to skip the loading of the dialogue for faster readers (/people that want to skip it too, I suppose). The music was great for building the atmosphere, and the aesthetic felt really cohesive.
I got up to a combo of 25 while being bouncing into the white blood cell roof in the section where you need to avoid the bouncy enemies, so that was neat. Think that was the highest I got it!
I'm not really a platformer, so I don't know that it says too much, but I wasn't able to get to the end. I really want to see how the story ended, but I found it really hard to time my swings with the fast-paced movement, camera flipping when turning, and the brief freeze that happened when swingin' the bat. I wasn't very good at preserving my momentum, which I think made a lot of the movement puzzle sections quite hard, I often resorted to trying to 'ladder' my way up, rather than getting the timing right on the jumps.
This is a really slick entry, full of personality, and I can see so much potential in it! Great job to everyone on the team!
Thanks for playing :D nice combo!!! I'm sorry you had trouble with the movement, I think it needs a bit more tuning, especially with the attack timing and the camera. I'm assuming when you mention laddering you're talking about the section with a lot of white blood cells and yeah, that needed more tuning as well since missing some of the jumps would make you do that. I hope you still had fun playing even though you couldn't complete it!!!
No problemo! Yeah, always hard to tell with platformers where the more-tuning-pls situation ends and where the skill-issue begins aha, but hopefully some post-jam-stress time helps get it to a place you're happy with.
I did still have fun for sure, and I did get better the more time I spent with it, landing the movement combos was really satisfying when I got on a roll, I still just found it hard to land consistently.
Thanks for reading and responding, hope some of the feedback was helpful, and enjoy the rest of ya jammin'!