An extremely valuable feedback


I posted this prototype on the r/playmygame subreddit and an extremely kind man took his time to not only play it but he gave posted a 1hour long gameplay review on YouTube in which he gave a lot of super valuable feedback, and I wanted to share my thoughts after watching him becuase it was an eye opener. My man https://www.youtube.com/@ApertureGrilleYourGame if you're seeing this, you are the MVP.

I though thougher=more fun but I went too far on so many things

**Thinkgs I will DEFFINITELY change:

-Menu transitions delay

-Screen options readability

-Rebindable keys

-Tutorial messages shouldn't be clickable (my bad 'cause I saw this but left it as is)

-Bouncy camera when in stairs

-Teleporter readability (looks like a jump pad)

-Feet position readability

-Scores numbers readability (text font good, numbers bad)

-Music loop cut is too sharp

-Teleporter/Death fall readability. Currently the teleport is 1/2 the death respawn and has a different sound cue, but I see now the visual is very subtly different so it is confusing.

-Screen space reflections are annoying in dark areas, I wanted to make the challenge be the low visibility but I went way too far with it.

-Distance culling is off so it's causing the GPU memory to get overloaded with geometry/textures that are not propperly culled when out of viewport. Don't know how to fix this, tried but couldn't.

-Platform movement inside rooms needs rework because srushing the player in place is not good looking or fun


**Things that I'm still not sure if I should change because they were a design choice and my reasoning behind it:

-Low air control: This came built in and I created the gameplay around that character movement to add a layer of intentionality to the gameplay. Your first jump will define 80% of where you land, but the directional input in the double jump is a tool to correct your course. I think is a solid mechanic but I see how this could be a let down for some players.

-No sprint: I really don't know about this because is tempting but I think it'll mess up the rest of the mechanics and the "puzzle" of getting the correct timing, for example you keep momentum from the platforms' movement as to both boost your movement and hinder it depending on when and where you jump from. I think it will be a very different game.

-Teleporter delay: Full honest, my idea here was to get on players' nerves baiting them into walking away but then SNAP! You've been teleported! But I see now this joke gets old pretty quickly.

-Black skybox: I tought "outer spacey vibes" were cool and the lack of visibility would add a layer of intentionality, but I see how several little annoyances can kill the fun really fast.

-Keys/platforms that look jussst at reach but aren't: Yes, this one was also to bait players into falling (evil laugh).

-Moving platforms pushing you off and making you fall is unfair because I am evil and enjoy the pain of frustrated players.

-Extreme low scores: Each level has a Time Goal = 50% more than what it takes me to beat the level without picking any collectibles or falling.
Then: time spent / level time goal = X
Final Score= [(coins score + stars score) / X] / deaths count
That way, you can spend a longer time on the level, but if your death count is low, your score will still be in the hundreds, but if both your time on the level and deaths count are high, your score will be lower. AND if your death count and level time are low, your score will multiply! I don't want to change this, but I think I need to give players a less obscure reading of scores



Thoughts? Down below! And feel free to play my game for free and destroy those scores!

Files

GridJumper.7z 244 MB
Jul 03, 2024

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