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Inner Flame: Only One's itch.io pageJudge feedback
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- To answer what you wanted us to pay attention to, the music was very mysterious and foreboding, contrasting it with the doom score that it is known for. This use of the somber music helped in creating an enticing atmosphere that pulled me into your game. I will have to say that I am not necessarily a fan of the slingshot movement style without standard movement to support it (basically using the slingshot more like a dash or an attack than your only movement). That being said, your use of it was not as frustrating for me to set up my shots as it could have been (not perfect mind you, there is still some clunky movement issues, especially when trying to reach floors above you). I will say that you may need to change the resolution of the screen, as in the browser window, most of the game was cut off, and in fullscreen the location of the picture in the center with the moon was jarringly out of place and distracting. Moving on to the Game Design Document, everything I look for was there, and in proper order, though the I will say that it felt like it was made after the fact and as an explanation to me as to you made (past tense) certain choices instead of as a reference to how you will make (future tense) your game, given word choice and grammar (if that is not the case, ignore me). The reason that your tone strikes me is that this is supposed to be made as a reference document beforehand as a guide for the rest of the project. To that end, if this makes it easier for you to organize your thoughts, go for it. However just remember the purpose of the document. All in all, great work!!!
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1yF7Sxi_qA916G61GUKw7yyN6wf8-zycAdbx64slrVHE/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!
Summarize your game!
Platformer that combines Angry Birds physics movement with a magic system to solve puzzles, progress through the world, and fight enemies.
Please explain how your game fits the theme.
You only have one Inner Flame; the life force that keeps you fighting in the face of a corrupting darkness. Use your inner flame to kill enemies, activate buttons, and solve puzzles. But if you are too far from your flame, the darkness will corrupt you.
Is there anything you'd like the judges to pay particular attention to?
The music! I made it all myself. The sound source is an emulator of the SC-55 (the sound source used in games like original Doom)!
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Comments
This game has a lot of potential and a great premise, but definitely could use some polish/extra playtesting. I mention playtesting primarily because of the part where you need to shoot the explosive arrow down a narrow shaft, which was the most tedious part for me. I don't know how much difficult it was for you during testing, but a good rule of thumb I like to follow is "if it's just hard enough for the dev, it's too hard for the player".
Others have talked about the unforgiving nature of the core mechanic and awkward controls so I won't mention those much, but I will add that this kind of movement control really doesn't work well when you need to dodge more than one projectile at once like during the boss. I also noticed a bug where if you aim the second dash while you're flying upwards, you keep flying upwards without losing speed/momentum. I think it could be improved by removing the delay before your dashes recovers after you land (so you can jump again as soon as you land), and slowing down time further, or even pausing time, while aiming so you can better dodge enemy attacks and aim yours.
I don't think you need to scrap the game completely as some have suggested, but some changes are needed if you want to continue with this for sure. Even if you decide not to continue this game, I still think you can learn a few things by fixing up some of the issues I and others have pointed out. Game dev is hard work and you're doing well, don't be discouraged and keep it up!
Interesting concept! The movement needs a bit getting used to, and I didn't manage to get very far and I think I didn't use my inner flame that much. The music is nice! I'd have wanted to speed up the intro by clicking through the text I've read already. Well done!
Ok I beat the game, and I have to say it needs a lot of work in the level design department, and the core movement mechanics. Flinging is cool on paper, but the execution here leaves much to be desired. I struggled with aiming anything properly which sucks since this is a game where if you make one mistake you are dead. One of the first tall cliffs is really annoying to get up on since it seems you can't get the angle right, and also you have to use both of your flings and you just barely make it at that... for one of the first jumps in the game! Also the part where you have to use the new item in an extremely precise way and then get to a random point on the map just so you don't die seems not thought out at all, I happened to get lucky by only having to do it twice, but I can imagine somebody rage quitting here. The boss just keeps the amount of HP it has after you die, which seems unintentional but was a big help there because it seemed like it would have been a big pain otherwise. Also sometimes it's just hard to see where to go. I know the blue light marks the doors but there's also blue light in other places, and it's not clear enough to begin with. The player is also strangely small scale compared to the level, and it seems like he should slide on the ground a bit if you aim into the ground , but you just lose all momentum so you have to scuttle across the ground.
I think there is potential to this idea but it needs a lot of work on the fundementals first before you add new content.
This game was definitely a challenge and very punishing. That being said, I disagree with Varii saying to drop this idea. I think it just needs some tweaks to give the player more control, like maybe a 3rd jump and probably more time between using your flame and dying. I liked the 'fling' mechanic personally, though I did find it to be somewhat unpolished. I definitely see what you're going for it just needs more tuning and probably won't be for everyone as it's skill based. The main thing is when the player dies it needs to feel like their fault and not the game's fault. Outside of that, the music was immersive, pixel art was decent. I liked the vibe of the overall theme. Keep up the good work!
note: there is a bug that happens when you switch between maps too fast that locks you in the entryway. I found that if you blindly jump and shoot your flame to die it will reset you back into the map.
Before i get into my comment, i want to apologise for how mean im probably going to come off. Making *any* game is kinda difficult, and there are aspects on display in this game that are, in isolation, very good. That being said, I didnt have a very good time playing your game, and (having seen your post asking for advice on whether to continue development) i highly recommend you write up a post-mortem and never touch this game again. To be frank, this game just feels ametaurish.
but first, the positive - the music is the only part of this game i really, really enjoyed. If i was reviewing the OST on soundcloud, i'd be writing a glowing review. It's good. thats all i can say. im not a music critic. The writing was decent, generic fantasy-type stuff, but it didnt turn me off (which it absolutely could have, had it been bad) so thats a plus. You won quite a bit of goodwill through your whole introduction section, which is what kept me playing as long as i did.
The pixel art is lovely but inconsistent; the pixel size differs from the character to the ground to the lamps, every single element is sized inconsistently. I'm not a person who considers "mixels" a cardinal sin, but the way they've been used here certainly is - it looks like you've put the very basics of this game together with no care for aesthethics. The first screen alone has 3 different visual styles, and its as jarring as it gets. again, if i was reviewing an asset pack containing the sprites from in your game, i'd be writing a glowing review. but how you've put everything together is just tragic.
The gameplay feels,,, weird and clunky. I dont have more precise words to explain, sorry. The angry birds flinging mechanic is imprecise, lacking in depth, and just isnt very much fun, and i found myself wishing the game just had some kind of regular movement. Having to aim the opposite direction of your target to land the fireball attack also felt odd, i regularly found myself shooting it directly behind me. Every now and then, i'd just die for some reason? and the animation would be *very* long.
I eventually figured out that this happens after you shoot the fireball if you miss, and all i can say is, what a poorly thought out mechanic. This game has respawning enemies, and you have to kill them with a projectile attack, but if you miss you die yourself! it's unreasonably punishing and again, not very fun.
After the room with the doom-looking sigil, the camera softlocked - it would no longer follow the character across scene transitions. Here, i just decided to quit. It was that, or sit through the opening again for a game i already knew i disliked. Sure, maybe you pulled out all the stops for the next room and my opinion would 180, but we both know how unlikely that is.
Please, keep making games, and absolutely use the experience you gained working on this to make what you do in future. But for your own sake, dont keep making this game. If i had to give you a tip, i'd suggest you be slightly *less* original, not more.