Alche-meh
ALCHE-MEH:
A mediocre game loosely based on alchemy. Each level unlocked new alchemical abilities required to venture further into the workshop.
Created as part of Pirate Software's Game Jam 15
Status | Released |
Platforms | HTML5 |
Author | preciousjoker |
Genre | Platformer |
Made with | Unity |
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alchemeh_gdd_pirate_soft_gamejam14.docx.pdf 59 kB
Comments
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I am not someone who plays platformers, so not really part of the target audience of this game, but I saw there were no comments and no feedback about the game itself, so I had to change that.
I didn't reach the part where you unlock dissolution, so I can't say anything about that.
To the things I can say about the game:
I liked the small icons you used to indicate the abilities, though I would have liked the floating ability to show directly above the player when it isn't completely filled to make it easier to see how long you can float while doing so.
I'd rather had the floating be bound to "Spacebar" and/or "W" instead of the right mouse button, especially because holding shift (Dash) and pressing the right mouse button would open the standard browser menu for clicking the right mouse button (It may be a Firefox thing, but it didn't help when playing)
The music was a bit short and repetitive, but otherwise the short part that was there sounded good, and it was a perfect loop, no weird interruption.
At the end of the first level, there is this hole in the ground where if you fall down there, you keep falling without respawning. So what I thought to be an Easter-egg ended up being a softlock.
Pressing the right mouse button when you don't have any floating power left still resets your falling speed. You should check if the player has any floating power before setting their velocity to 0.
Sometimes the player gets snapped to the ground before reaching it. It happens so arbitrarily that I'm unsure about the exact cause, but it has something to do with your ground detection. I guess it is that you are doing something with velocity, and are using total velocity instead of Y velocity, as it only seems to happen when moving horizontally while falling.
The minigame felt a bit unnecessary, it would have been a fine game if you just left it at gaining abilities, it kind of just broke the flow of the game.
The later levels got a bit too difficult for me, but that is just a skill issue on my part :)
About the graphics. While it is true that for the game itself, gameplay is more important than graphics (as proven by games like thomas was alone) Graphics still do a lot when it comes to grabbing attention. So perhaps try to do something different next time. Though Graphics is something I still struggle with so who am I to talk.
It's certainly not Game of the Year, but it's not bad either. It's ok and most importantly, I had some fun playing it.
Thank you so much for taking the time to leave such a well thought out comment!
I definitely want to expand on the ideas in this to a more fleshed out experience and your comments are exactly the kinds of feedback that I love to hear. They are all valid points that I'm going to go ahead and incorporate as I iterate on this.
It made my day hearing that you had fun playing this :)