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Delivered's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| How creative was the improvement | #1 | 4.000 | 4.000 |
| Was the improvement free from bugs | #1 | 4.500 | 4.500 |
| How sufficient was the improvement | #3 | 3.500 | 3.500 |
| Was the improvement accomplished | #4 | 3.500 | 3.500 |
| Overall | #4 | 3.700 | 3.700 |
| Does the improvement move game in the right direction | #11 | 3.000 | 3.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Describe the improvement that you have been working for this jam
1. fixed kick physics
2. added package outline shader
3. level design is still work in progress
4. added debug UI to test the game feel for physics
Describe your game in one sentence
Ace Ventura simulator
What feedback are you looking for
1. kick physics - is it fair? does it feel "in control"?
2. package physics - does the package movement and bounciness feel balanced?
3. which debug settings did you use and find more fair/satisfying/balanced?
4. Is level layout clear and readable under time pressure?
5. Does current artstyle fit the game vibe?
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Comments
I saw that you changed the kick and I gotta agree with the comments, It felt like they didnt work half of the time but you need to look at the box right? Your building this kind of chaos game I dont think you should restrict something like this. Physiscs wise everything felt good imo and the map was easy to navigate. The artstyle is great but I would add some more stuff to it? the main menu the buttons grow bigger but stay under each other this bothered me lol. With the level clear maybe add some sort of splash effect to the amounts of times you hit a wall etc to increase visability
Funny game tho!
I played it I think at sprint-8, so this is second time.
I am sorry but for me it didn't went to right direction. I don't like smaller corridor.
The fact that I am now forced to look at box gives less control, since I have to always aim downwards.
on positive side I like variation of kick(if it's a new thing).
Also thank you for debug menu, I spent time kicking box around with low gravity and high up force. I think it can be actual feature in your game, or you could use it as randomizer to make levels unique.
Answering specific questions, yes new map is much easier to navigate especially with arrows.
Could I find any 'fair' settings no, only fun one, mentioned above no grav combined with high force.
Art style looks fine.
What can I say at the end; I spent about 10 minutes kicking the box around, that part of the gameplay still kicks.
Thank you for the feedback 🙏
I was thinking that looking down might be a big stopper for the game to work tbh... I will add to the debugger ability to expand the raycast range. So player might just need to look in the direction of the parcel, and not strictly right at it. Need to do some testing on this.
Appreciate your feedback on this, I think it is critical to make this part of the game mechanics to feel right.
Hey! I played second time
Thank you for giving it a go and for the feedback 🙂
I like your idea of power kick. I might try this one as a kick type where you can control the kick force 😎 Planning to work on different types that can be learned in karate school and this can be one of them 🥋