Protect the Walnut! by Eduardo Yukio

In this 2D Platform game you control a fragile boy who gains the strength to carry on when he meets an unusual friend: a silly Walnut!
PLAY IT ON THE BROWSER: https://eduyukio.itch.io/protect-the-walnut
Made with:
Programming:
- Unity/C#
- Visual Studio 2017
- Sublime Text
- GitKraken
Graphics:
- GIMP
- MSPaint
Audio
- Bfxr
- Audacity
Changelog:
v1.0.2
- Balanced the difficulty changing the player's lives.
- Fixed bugs where the player could:
- Triple jump.
- Jump from the top of the walnut and pick it up at the same time.
- Fly away using the magnet on top of the walnut.
v1.0.1
- Adjusted some text sizes.
- Bugfixes in the first and last puzzles.
v1.0.0
- Launched the game!
Ratings
| Overall | 922th | 2.931⭐ | 31🧑⚖️ |
| Fun | 824th | 2.879⭐ | 31🧑⚖️ |
| Innovation | 944th | 2.707⭐ | 31🧑⚖️ |
| Theme | 604th | 3.586⭐ | 31🧑⚖️ |
| Graphics | 946th | 2.621⭐ | 31🧑⚖️ |
| Audio | 771th | 2.268⭐ | 30🧑⚖️ |
| Humor | 311th | 3.19⭐ | 31🧑⚖️ |
| Mood | 867th | 2.707⭐ | 31🧑⚖️ |
| Given | 16🗳️ | 34🗨️ |
Controls were not optimal, if possible allow double-jumping only after the player is halfway through the jump or something like that
**Things I liked**
- enjoyable platformer, cool mechanics with Wallnut
- challenging controls, added a layer of complexity to the game, made it more interesting
- level design
**Things that could be improved**
- difficulty ramped up too quickly, don't get me wrong I enjoy challenging games but I felt it get too hard too quickly, I was stuck for a while at first red button and had to learn control mechanics
- some background music could improve overall atmosphere of the game
Overall very nice work in such a short time :smile:
@barelos @saviqq Which part of the controls was hard to work with? Would you prefer to use another set of buttons? Thank you very much for the feedback, I'm very glad that you guys liked the level design!
I like the mechanic, and it is enjoyable to read those little messages all over the levels, some are handy and some other set some humor to the game, which is cool. I liked the level design, too, you get to learn how to play without too much hassle. The moving and, specially, the jumping behaviour was a bit odd for me. It was difficult to control the character as he has some heavy friction while moving, and some jumps were quite difficult to get them done right.
Nice game overall, and that Walnut is, indeed, lovely with that bowtie, haha.
1. Really smooth out that difficulty curve. Pay special attention to how often you demand "perfect play" from the player, since that generates tension in a game where death resets you back to the beginning of the level. The first level, for instance, should feel welcoming and, thus, might be best without such tension. From there, it should oscillate but also gradually increase over the levels.
2. In that sense, maybe the game would benefit from recovery items, It would allow the player to make more mistakes and still have a good chance of overcoming the challenges at the end of a level. Again, you should use this as a tool to control tension, not just make the game easier.
3. Maybe art isn't your specialty, but some little things go a long way to improve how your game informs the player. The buttons, for instance, could have a little shadow so they look more "pushable". They also should definitely look different from doors. The matching colors between buttons and doors was a very nice idea, though =)
4. Maybe because I read the comments about the controls before playing, I actually didn't have that much trouble with them. They can, of course, be improved. You probably need to tweak the acceleration and friction parameters. I personally prefer platformers where you don't slide so much. Greater air control might mix better with the harsh level design.
My favorite part was the one where you meet increasing groups of 1, 2, and then 3 zombies and you have to jump over them. I chuckled out loud.
That's it, great game and hope you keep'em coming! =D
@imod Thank you for the feedback! Yeah, I messed up the controls :p.
@daniel-moreno I'm very glad that you liked the messages and the cute Walnut hehehe. I'll definitly put more effort in the player movement next time.
@kazuo256 Thank you very much for the comprehensive feedback! You are absolutely right, I intend to finish this game occasionally and I'll take all of your tips into consideration!
I liked in the second level that you could use the magnet to get the door to close again (totally useless but still :p). I would have liked if that would be used. Overall great game and really intressting gameplay with the walnut. It was pretty annoying when you died and got to do the level over again, but this was a moment you could see how much you have grown and improve your strategy.
I'd have preferred something along the lines of: short tap gives you 75% of maximum jump height, slightly longer press gets you 100% jump height, and you've got time to release the key in time to press it again to trigger the double jump. If that makes sense!
Also: I love the walnut's bow tie :P
I have to give you kudos on the way you teach players the game. The text that's "stuck to the wall" is my favorite kind of tutorial for platformers because it gives you the info right when you need it.
I was stuck for a long time on the first puzzle where you're trying to throw the walnut upward to hit a button. I was pointing it in the right direction but never could throw with enough force. It was only after maybe the 20th try where I figured out that the further you hold the mouse the further the walnut goes.
I got permanently stuck on the tall wall puzzle. (right before the end of the first level) I thought that dropping the walnut would let me jump higher, so I double-jumped and dropped the walnut on the upper ledge first, then tried to jump unencumbered but couldn't make it up the wall any more, and the walnut was now out of reach
Theme is great, it's hard to go wrong with protecting a walnut with a bow tie on it. :)
Thank you for the feedback! Yeah, the controls could be better implemented and the difficulty curve was a bit steep, I shouldn't demand perfect execution from the player on the tutorial level :P
I'm very happy that you guys liked the design and found the game cute haha
@PTSnoop
Great implementation idea, this is very valuable to me, I will definitely try it next time!
I'm very glad you liked my tutorial! And you are right, I certainly should have mentioned that clicking far away would throw the walnut far away.
My intention with the tall wall puzzle was to use the walnut as a stool, where you could climb on it to get further (and then you would leave it behind and another concept related to the metallic bow tie would be introduced 😏). But your way of thinking is totally valid! It just didn't cross my mind during development, I should've playtested to avoid these game breaking moments.
I'm a big fan of your work! Your feedback was extremely meaningful to me, thank you very much!