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One Step At A Time's itch.io pageJudge feedback
Judge feedback is anonymous.
- The GDD has an incorrect theme interpretation listed in the table of contents, but the inclusion of animated GIFs in the mechanics section is an excellent way to showcase gameplay. I also appreciate the images in the art and UI sections, which help illustrate the vision. While a development timeline could have rounded it out, the overall quality leaves a strong positive impression. In-game, the first thing I noticed was the very high mouse sensitivity, which caused my camera to drift right without input. Each time I died, I respawned facing south rather than toward the intended path. The high sensitivity also made velocity control difficult, often causing respawns if I couldn’t reach moving platforms quickly enough. The game would benefit a lot from fine-tuning movement, jump and camera parameters so players can learn the mechanics at a steady pace. The art style is great, and while credits for SFX and music are listed on the itch page, having them in-game would ensure more visibility.
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1hpGmjZ7-LAo0_QzES4ZZ-KLlIpIEUTArd880wkHl9G4/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!
A short, fast-paced 3D platformer parkour game where you can only see one platform ahead, but once you step on a platform, it starts falling. So hurry up, or take a deep breath, your choice.
Please explain how your game fits the theme.
The game is about focusing on one step at a time, so the core mechanic is that you can see only one platform ahead, while the current platform is falling.
There is the physical meaning of "only one" platform ahead and also a deeper meaning of trying to seeing things one step at a time instead of worrying about the whole path from the beginning.
And in this game, if you try to do things too fast without taking a breath and worrying only about the next step, well, you won't complete it easily.
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Comments
The gameplay was fun. The only issue was that it is REALLY hard to tell how fast you are going and where you are going to land when your only comparison is a single platform. This leads to a lot of confusion and when you get the gravity flip it becomes even more confusing.
Thank you for taking the time to give this feedback, it helps so much! Yeah, the lack of a close reference can give players a hard time, I think it can be solved by something simple, keeping the core idea of the game, will definitely think about that if trying to expand the game after the jam.
Thanks!!
Aesthetics go great with fast paced gameplay. Also great for reflexes :)
Thank you so much for the feedback, I'm glad you had a nice time!! :D