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A jam submission

Timeworn PathView game page

A puzzle and plataformer game
Submitted by GGGvintedois — 4 days, 34 minutes before the deadline
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Timeworn Path's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Fun#1132.8403.667
Controls / UI#1332.0662.667
Sound/Music#1332.0662.667
Art / Graphics#1402.0662.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Genre

Strategy

Turn-based | Card Games | RTS | 4X

Puzzle

Mystery | Advenure

Rating

Family Friendly

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Comments

Submitted

Hello!

Good concept! I like the main idea of time looping through seasons with different mechanics assigned to the different seasons. I found the puzzles enjoyable with a bit of challenge. The graphic and UI were functional and the music was decent. I did find the 'crumbling rocks' in the winter season a bit unintuitive only finding out how they worked by accident after I thought I couldn't solve level III. I also has an issue on level VI with the platform holding the second crystal being longer when transitioning from season 1 to 2 (Not sure if this is intended) and also bouncing myself through the same platform sometimes. 

Overall I had fun and it was a nice exploration of the concept, good job!


Our team have submitted more of an action platformer that combines Tetris and runner elements if you'd like to check it out (Link below). :)

I wish you the best with your projects!

/jam/feedback-quest-8-indiegames-x-indie-streamers/rate/3773442

Submitted

I'm writing my thoughts as I play, so it may seem like a stream of consciousness.

-The simple pixel art style reminds me a bit of OFF.

-The soundtrack is alright. It doesn't really stand out to me personally.

 -I had to read the review below to know that I got stuck after collecting the crystals in the wrong order in Stage 2. I'm fine with the way the game introduced some basic mechanics by show-don't-tell, but here it is necessary to give direction to the player. Once the text fades, there's no way to bring it back. And, it is only in Portuguese, which presents an even bigger problem for any players of the game who don't speak that language. This is where having visual instructions would be ideal.

-I would like to have an option to have the game be windowed, and an option to restart from the beginning without having to close and open the game each time. It took me a while before I realized making myself die could make it reset instead.

-That said, I did enjoy the puzzle mechanics and once I saw the pattern, I began to think in terms of that. 

-Agreed with hythrain about blind leaps of faith. If I hadn't seen that post, I'm not sure how long it would have taken me to realize that I needed to jump off the edge for a couple of the stages.

-Good concept overall. Controls feel kind of hard to work with personally given how fast the character accelerates.

Overall, the game needs some polish but it's a pretty good concept overall.

Jam Host

Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!

So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback. There are aspects about this game's design that bother me. In particular, the two biggest problems I find are that the game does nothing to teach the player how it works and that the game relies multiple times on "blind jumps" in order to pass the levels.

The first problem you experience in the first stage with multiple checkpoints. Prior to this stage, there's nothing to indicate  that you need to get checkpoints in a specific order. The stage itself also doesn't mention it. It's only something you realize when you do the stage and trap yourself. For example, say you started off by pushing the block right and then going for the upper right checkpoint. In the second part, you'll find the path to the bottom right blocked off. You also can now climb the vines, so you think you should do that for that checkpoint. However, you then get to the third part and realize "Oh wait, I can't get that third checkpoint" and are forced to kill yourself. Now you go again, this time getting the bottom right one first. However, you then realize you can't push the block once you're out of the first area and are forced to restart again. If the game had told the player that the order they do it in matters, that would immediately hint that the player should set things up right away and choose the order carefully, at which point they'd know to set up the block but then get the bottom right first.

The issue of blind jumps comes up a stage or two later, where the player has to fall down a hole to find a checkpoint. Unlike a later stage that actively says you need to have a "leap of faith," you're not suggested to jump down as you can't see the checkpoint. Because you can't see it, this is effectively a blind jump; when the player is forced to fall off a platform without any indication of where they're supposed to go. Blind jumps are bad design for video games. The player should always be able to see where they need to go OR there needs to be something that telegraphs the path. The only time a blind jump can be considered acceptable is if there's absolutely no chance of failure and it's clearly indicated that you need to fall. The "leap of faith" you have in a later stage is half way to this point. All you need to do is put a platform to land on that covers the full range that the player can possible take during that fall to ensure they always land on that platform.

The last thing I'd say is give more platformed areas when starting levels. With how fast the character moves, don't design things where the player gets a tiny landing that they need to land on to keep working the level. I noticed this in a level where you need to jump immediately onto a platform, push a block down and then drop back down the way you came to keep pushing the block. However, the landing is absolutely tiny and having just slightly too much momentum will send you careening off the side.