Quite a fun and innovative game, Personally some bugs/minor issues. If you aim down, sometimes(inconsistent) the rocket will explode and other times it won't, meaning rocket jumping is a bit difficult. Movement in the air and ground feels relatively tight and strong. When you go outside, the light makes seeing some things very difficult. One example is the circular staircase. I didn't realise it was there 'til the eyeballs killed me xD
I did find the level design to be quite intuitive and interesting however. The tutorial at the start showing the player how to play rather than directly teaching them was very interesting, Though I still had to check the controls to know that you could explode rockets or pause them or slow them. Also I was able to go through most of the game avoiding the enemies and mainly rocket jumping. I think the rocket jumping mechanic could make for a superb 3-D airy/movement based game.
Overall, I have to say this was quite a well made and well executed idea.
Thanks for playing and enjoying! The disappearing rockets was a glitch I wrestled with for a long time. If I moved the rocket spawn point in further, it would explode inside the player collision capsule, and if I moved it further out, it would spawn in or through walls (as you were experiencing). I'm gonna have to do some more tinkering to see if I can find a sweet spot.
I really appreciate the detailed feedback! After all the feedback I've received, I definitely have decided that making rocket jumping a bigger part of the game would be something I would do if I furthered the concept. It's just a balancing act of making players rocket platform and rocket jump when you want them to!
I am astonished at the amount of level design that you did in two days, and you did a good job exploring an interesting take on the theme. I appreciate the show-don't-tell style of tutorializing, with the line of rockets at the beginning laying out a technique for crossing gaps, and the rockets surrounding the little eye at the beginning of the level foreshadowing the end (which terrified me for a second, by the way).
If I could suggest anything it would be to tighten the air control to match ground movement-- it's extremely difficult to land on a single rocket, although you can work around it by spamming a bunch of them.
As a fellow user of the SFXR family, just wanted to share JFXR in case you haven't come across it yet-- it has a few more features than BFXR. Nice work, and cheers!
Thanks! I really appreciate the feedback. I actually only spent like 3 or 4 delirious hours level designing near the end, and it's one of the things I wish I had spent more time working on. As far as the air control goes, I'm definitely gonna have to spend a lot more time testing out different values. By the end of the jam, I had gotten too used to spamming rockets, so I was as concerned about it as I should have been.
I'm really glad you appreciated the visual style of tutorializing. Seems like a lot of people didn't, and I'll have to be at least a little more explicit in the future. Either that, or I'll just have to be more clever with my show-don't-tell approach. :)
Thanks for the tip about JFXR. I did see that someone else used it and added it to my bookmarks, but I haven't really tinkered with it yet. I'll have to make sure I play with it before my next jam!
← Return to game
Comments
Log in with itch.io to leave a comment.
Quite a fun and innovative game, Personally some bugs/minor issues. If you aim down, sometimes(inconsistent) the rocket will explode and other times it won't, meaning rocket jumping is a bit difficult. Movement in the air and ground feels relatively tight and strong. When you go outside, the light makes seeing some things very difficult. One example is the circular staircase. I didn't realise it was there 'til the eyeballs killed me xD
I did find the level design to be quite intuitive and interesting however. The tutorial at the start showing the player how to play rather than directly teaching them was very interesting, Though I still had to check the controls to know that you could explode rockets or pause them or slow them. Also I was able to go through most of the game avoiding the enemies and mainly rocket jumping. I think the rocket jumping mechanic could make for a superb 3-D airy/movement based game.
Overall, I have to say this was quite a well made and well executed idea.
Thanks for playing and enjoying! The disappearing rockets was a glitch I wrestled with for a long time. If I moved the rocket spawn point in further, it would explode inside the player collision capsule, and if I moved it further out, it would spawn in or through walls (as you were experiencing). I'm gonna have to do some more tinkering to see if I can find a sweet spot.
I really appreciate the detailed feedback! After all the feedback I've received, I definitely have decided that making rocket jumping a bigger part of the game would be something I would do if I furthered the concept. It's just a balancing act of making players rocket platform and rocket jump when you want them to!
Lies! You get a large green health orb ;)
I am astonished at the amount of level design that you did in two days, and you did a good job exploring an interesting take on the theme. I appreciate the show-don't-tell style of tutorializing, with the line of rockets at the beginning laying out a technique for crossing gaps, and the rockets surrounding the little eye at the beginning of the level foreshadowing the end (which terrified me for a second, by the way).
If I could suggest anything it would be to tighten the air control to match ground movement-- it's extremely difficult to land on a single rocket, although you can work around it by spamming a bunch of them.
As a fellow user of the SFXR family, just wanted to share JFXR in case you haven't come across it yet-- it has a few more features than BFXR. Nice work, and cheers!
Thanks! I really appreciate the feedback. I actually only spent like 3 or 4 delirious hours level designing near the end, and it's one of the things I wish I had spent more time working on. As far as the air control goes, I'm definitely gonna have to spend a lot more time testing out different values. By the end of the jam, I had gotten too used to spamming rockets, so I was as concerned about it as I should have been.
I'm really glad you appreciated the visual style of tutorializing. Seems like a lot of people didn't, and I'll have to be at least a little more explicit in the future. Either that, or I'll just have to be more clever with my show-don't-tell approach. :)
Thanks for the tip about JFXR. I did see that someone else used it and added it to my bookmarks, but I haven't really tinkered with it yet. I'll have to make sure I play with it before my next jam!