The gameplay can be improved with some adjustments, complementing what the other suggested, adding a preview of where the coconuts will appear before they appear will keep the gameplay fair, so that the player can plan and act in the best way.
Congrats on finishing your first game jam! It's awesome to see what you've made here. Don't worry about your game being a bit rough. The fact you were able to compile and upload it means you've already done better than my first jam! Also, did you create this art yourself? It looks good enough I can't tell if it's from a premade pack or not; if you did, that's awesome! Super well done.
If you're interested on things you could polish with this game you've made, I've got a recommendations for you:
1. People typically don't have as much momentum as your player character does here. You should consider shortening the time between the player pushing down the walk button and them reaching max speed, and how long it takes the player to come to a complete stop after releasing the movement key. The shorter those 2 times are, the less floaty your movement will feel
2. Speaking of floatiness, here's some resources if you're interested on how to design jumps that feel good. Mark Brown made an awesome interactive tutorial that can help you improve your platformer movement. I highly recommend it: https://gmtk.itch.io/platformer-toolkit
3. I actually kind of like how slow the sword is to swing. It makes the weapon feel heavier, and requires more planning before swinging at the coconut. I just wanted to point out here if you want the combat to feel snappy instead of heavy, you would just need to reduce the time between pressing the button and the weapon's attack hitbox coming out. That's all just a matter of taste though, not something you necessarily should change
4. I would recommend only using mouse inputs if you specifically need the pointer for something. Having all the buttons be on the keyboard makes it easier to play your game on a laptop, or once you're feeling up to it, a controller. As a follow up if you do change that, always make sure your UI only uses the inputs your game uses. So if you swap to a keyboard only setup, make sure the player isn't swapping to their mouse to hit UI prompts (or at least, make it optional)
I can't stress enough how awesome it is that you've managed to create something here. Good luck on your next game! I hope I get to see it
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Nice entry!
The gameplay can be improved with some adjustments, complementing what the other suggested, adding a preview of where the coconuts will appear before they appear will keep the gameplay fair, so that the player can plan and act in the best way.
Sorry to say, but I cant rate it if I can't even see it. It is too laggy for my computer to load but I'm sure the game would be great
nice game! It fits the theme perfectly!
My proud high score is 24, nice game
Congrats on finishing your first game jam! It's awesome to see what you've made here. Don't worry about your game being a bit rough. The fact you were able to compile and upload it means you've already done better than my first jam! Also, did you create this art yourself? It looks good enough I can't tell if it's from a premade pack or not; if you did, that's awesome! Super well done.
If you're interested on things you could polish with this game you've made, I've got a recommendations for you:
1. People typically don't have as much momentum as your player character does here. You should consider shortening the time between the player pushing down the walk button and them reaching max speed, and how long it takes the player to come to a complete stop after releasing the movement key. The shorter those 2 times are, the less floaty your movement will feel
2. Speaking of floatiness, here's some resources if you're interested on how to design jumps that feel good. Mark Brown made an awesome interactive tutorial that can help you improve your platformer movement. I highly recommend it: https://gmtk.itch.io/platformer-toolkit
3. I actually kind of like how slow the sword is to swing. It makes the weapon feel heavier, and requires more planning before swinging at the coconut. I just wanted to point out here if you want the combat to feel snappy instead of heavy, you would just need to reduce the time between pressing the button and the weapon's attack hitbox coming out. That's all just a matter of taste though, not something you necessarily should change
4. I would recommend only using mouse inputs if you specifically need the pointer for something. Having all the buttons be on the keyboard makes it easier to play your game on a laptop, or once you're feeling up to it, a controller. As a follow up if you do change that, always make sure your UI only uses the inputs your game uses. So if you swap to a keyboard only setup, make sure the player isn't swapping to their mouse to hit UI prompts (or at least, make it optional)
I can't stress enough how awesome it is that you've managed to create something here. Good luck on your next game! I hope I get to see it
Thanks for all the tips! I will definitely look into those for the next time. And yes, I made the art myself.
Hard Game (Rate) 4/10
Good game I rate it a 8/10