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Hungry Moon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Use of Themed Item | #2 | 3.778 | 3.778 |
| Overall | #5 | 2.889 | 2.889 |
| Direction | #10 | 2.667 | 2.667 |
| Visual Creativity | #13 | 3.000 | 3.000 |
| Mechanics | #14 | 2.556 | 2.556 |
| Audio Creativity | #17 | 2.444 | 2.444 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
When the game started I saw some text at the bottom with controls, then heard the sound of text being written out, so glanced up to read it. I noticed the bottom text faded away, and then the top did as well. It would be good to allow the bottom a bit more time, or wait until the player moves, before it fades, especially if you are going to draw the attention elsewhere. I restarted so I could read it all, and even then, the bottom controls text feels like it fades far to fast for the amount of instructional text. Your web page only mentions WASD and E, but this text also has M for Map, Esc for Pause and mentions wall jumps. I did not have time to process all about the wall jumps, but pressing Esc lists the other controls. If you want to go fast, then maybe just mentioning the pause menu having the controls would be good.
On that note, Esc is a problematic choice for web games, especially if you offer fullscreen. It will exit fullscreen when pressed. P is a good alternative for Pause. I'm not saying to completely get rid of Esc, as it is common, just add P as an alternative for those playing fullscreen on the web. I use the browser zoom instead of fullscreen, as not all games like switching out to type notes when in fullscreen.
I started exploring and found some honey up and to the right. I jumped up some platforms, and as I was trying to jump towards the ledge the honey was on, it was as if I hit an invisible wall, while the camera panned over to focus on the honey, and then I fell. I was able to climb back up and jump fine the next time. It is possible the first jump I did bump into something, but the camera moving away from the character while I was mid-jump made it hard to tell.
It seems like you can do 2 wall jumps on the same wall before you just slide down. I'm guessing this was to limit where you can go. Initially I though I was just messing up my timing, and retried several times before feeling sure it was a 2 jump limit.
While pausing to write this (start of day 2) the music started to have a bit of a wail to it that was unpleasant. It made me wonder it an alarm was going off while paused, but I'm thinking now that it is just the music. Maybe meant to set the tone of things going wrong.
I completed the game, though barely. I was interrupted for a bit at the start of the final day, and when I went to do some sections of the timed run I was not quite making the jumps.
Thank you so much for the comment. As a pixel artist, I can't answer everything normally, but thanks for talking about the game description. It was my mistake, so I'll fix it when I get it. Thanks again for reminding me about P. I even forgot that you can use something similar for games. As for the fact that you fell during the animation, it's most likely some kind of bug or flaw (I can't say for sure, because I'm not a programmer). Yes, the limit is two jumps, but you can kind of increase it if you jump from wall to wall, but there aren't many such moments (this is worth improving in the future). Regarding the music, I don't know, I hope the musicians will say something about this (I don't have access to music right now, because I'm not at home yet). Regarding the parkour, I didn't quite understand. Was it difficult for you or were there some problems with pressing or bugs? Because if it was just difficult, then that's how it was intended. In part, thanks anyway for the comment.
The challenge in the final part was me being interrupted and having to step away from the game. When I came back that interruption messed with the flow I'd built up with the game and so I was a bit off with the controls just as I went into that part. So, not a game issue, just breaking at the wrong time.
I'm sorry that you couldn't fully enjoy the game, but thanks for the comments, I hope you liked it.
hi, i made the songs for day 1 and day 2. im not sure what youre talking about, could you maybe describe that "wail"?
btw, the thing with the camera panning to the honey is kinda janky. You didnt bump into anything, it just makes it so that when it zooms in on the honey the player has no access to their controls. well with more time, we wouldve talked about this with the programmer but yea, there are a few rough edges around there.
Sorry, I'm not sure the best wording for the sound. Wail was the best I came up with. I'll try to explain my thoughts on it. It sort of had that warning/alert feel. I was looking away when it first started to play, typing my notes, and it had me looking to see what was happening. It certainly gave a feel of danger/something's wrong. I fully admit that it could just be personal taste and how I interpret the tones. I found it unpleasant, but also having a feel for the tone of the game, attributed it to trying to give the player a feel of things being off and getting worse. It was not so bad to me that I had to turn off the sound or quit playing.
I don't know what the musician will say about this, but it seems like this is exactly what we intended to do, so that on the second day there would be a warning that something would go wrong, so maybe I'm wrong, again, we need to hear what the musician has to say in full, but most likely this is what was intended
Youre probably refering to those pads i put in the background? well theyre not really supposed to be dissonant or harsh, maybe were not talking about the same thing, im confused. anyways, thanks for the feedback
Hello,
Completed the game.
This was quite fun. Did not find any bugs.
The difficulty was perfect, not too hard not the easiest either, it did take some basic platforming.
The art and dialogue was charming.
really liked the final race too ! Played it twice
Liked the coming home and depositing honey animation!
Things to improve
Let me know if you have any specific questions.
Overall great job!
Thank you so much for your comment. I agree that more content needs to be added if, of course, my team and I want to continue the game. I also agree about the large sprites, but I don't know the solution yet. I'm glad there aren't any bugs, but if you find anything, let me know. I'm always happy to read about bags mistakes and all this things. Thank you so much for your comments.
Happy to help!
thank you for the review :p
i made the music for day 1 and 2 and the map layout
You have done an amazing job!
A nice and relaxing game with plenty of potential to be developed further! Good luck!
Thank you very much for your comment and I partly agree that the game is relaxing, but only for a certain time. I wouldn't call the whole game relaxing, but I don't like to spoilering things. Thanks again for the comments.
I was able to get a surge or forward movement out of nowhere. I think there was a wall jump trigger somewhere where it wasn't supposed to be. Still fun!
Yes, we have bugs that we would like to fix, but we couldn’t. Thank you for playing our game and thanks for the comment.
when you drop off a platform, theres a short period of time where you can get a walljump off of it. i think its neat haha
coooool, we have honey and we have the moon, 5 stars for themed item for sure ahahahahahahah
Thank you very much for the first comment! I very happy that you liked our game idea!