Sprookies by tanis
https://youtu.be/0XoIx2H9jlo
You are a sprookie, a little creature that lives in the sea. Your tribe is lost in the depth of the abyss and it's up to you to find them and bring them back to safety. As you save them, they merge with you and you become bigger and bigger. It may happen that you will be able to get through passages. This is where you have to release your friends to become slim again and guide them through the depths.
Controls:
Left / Right arrows - rotate the world around you
Space - Jump
C - release your sprookie friends.
V - merge back with the sprookies that you already saved
Ratings
| Overall | 679th | 3.125⭐ | 42🧑⚖️ |
| Fun | 642th | 3.013⭐ | 42🧑⚖️ |
| Innovation | 453th | 3.213⭐ | 42🧑⚖️ |
| Theme | 782th | 2.875⭐ | 42🧑⚖️ |
| Graphics | 792th | 2.65⭐ | 42🧑⚖️ |
| Audio | 144th | 3.738⭐ | 42🧑⚖️ |
| Humor | 105th | 3.575⭐ | 42🧑⚖️ |
| Mood | 595th | 3.013⭐ | 42🧑⚖️ |
| Given | 77🗳️ | 96🗨️ |
@lehaine thanks and yes, the controls need more work but unfortunately it's super hard to polish 2d physics. There's a lot of tweaking to be done, but I guess I will keep working on this one and see how far I can get it :)
@bungalow thanks so much!!
The quirky graphics and music work well.
Took me a bit to master that jump, didn't realize it was a charge up jump. Some feedback on the jump charge could solve this, something like shaking the visual portion of the character with an intensity correlated to the amount of jump charge. Or a glow behind the character growing with the jump charge.
The camera could use some smoothing, it got pretty jittery at times.
I liked the separation mechanic, got to see all my little friends :)
The background fish where pleasant to look at, provided a bit of nice atmosphere.
The soundtrack was great, lighthearted, silly. And the character voices where just expressive enough, while also remaining silly silly silly.
Well done!
Some of the biggest offenders were really just some slight design mishaps which could have been fixed in mere minutes. The wait amount on the start and end of the level was just bad. And the final straw was the full restart on deaths. I really don't want to keep playing the first two or three levels over and over again due to deaths and full game restarts due to clunky unresponsive controls and unfair hitboxes. Third level also had this blind drop straight to death star (if in a steep enough angle) which was umm, not fun. :anger:
This is where my progress was stumped every single time (if not earlier). Grabbing the baby before the death star just kills your momentum and then it's so damn difficult to jump over it.

So yeah, the controls were stiff. I think the rotating worked fine while in the starting position but got jumpier and weirder the further you got. So I guess there was something wrong with your maths. Also how was that implemented, it didn't quite seem physically accurate. I guess you actually rotate the world? Probably would have been easier to just rotate the gravity. Quite often you could rotate the world up till the limit before the ball started rolling at all. Then there is also the slowness issue with the rotating mechanic. You couldn't really do anything even remotely reaction based since rotating from one side to another took ages. Maybe mouse controls where you would map the mouse x coordinate to the rotation might work.
Jumping was another issue with the controls. That jump charge just added unnecessary complexity and unprecision to jumping. I don't see the reason for such as there was cases ever where the player would want to do a small jump. The split mechanic could also have been bound to just one button which turned it on and off instead of needing two separate ones.
Pretty nice amount of visual fluff like the background particles and fish and the character facial animations. Would have rather you used that time to fix the gameplay though. The music and sounds were nice and funny too but also got a bit annoying the longer I played. The audio side painted this childish and lighthearted mood accompanied smily faces too but the color palette was then dark and muddy and didn't really fit too well. All those dark blues and grays. Something brighter and more colorful would have been a better match overall in my opinion.
Good job! :thumbsup:
And yes, I screwed up with the timings of the end scenes but again it's due to issues with physics. I needed to make sure to bring the world back to the original rotation, but I couldn't just rotate it back all of a sudden, I had to do it slowly and that's why the animation takes so long (and if you're already near to the original orientation, it really feels slow and unneeded).
I guess I'll keep working on this and see if I can make it better, taking all your suggestions into consideration.
Love it <3
The level tilting mechanic made me quite dizzy, so I wasn't able to play for too long. One suggestion for feedback would be to have a little progress bar showing how "charged" the characters jump would be.
Good work!
may be you need some time in details and this game will be awsome !!
Maybe it would be better to jump perpendicular to the ground instead of upward relative to the camera.
https://www.youtube.com/watch?v=kAQ0odowKTg
1 - Mechanics, Learning and Flow:
The mechanics consists of moving the stage so that the ball (player's character, henceforth PC) can advance to the lowest part of the stage. This proposal is quite interesting and it looks promising. I found it interesting that by rotating the stage, it is possible to keep the character still for a while (making the game a little less slippery, which ensures a little more control for the player).
Learning how to play with the basic elements is simple and is facilitated by the presence of textual explanations on the screen (my suggestion would be to make this as iconographic as possible, so that no one knows how to speak English, increasing the possibility that the game can be easily understood by more people. ). After the initial elements, the game presents new elements, which would not be too complicated to learn, were it not for the obligation to return to the game zero whenever it gets lost (I missed check-points) and the fact that, take a long time to start an internship (I'm not sure what happens, but sometimes you keep repeating the initial cry before starting the internship).
The game flow is hampered by the punishment of having to return to the beginning, which makes the player give up knowing all the content because of that. I suggest that, for broader tests, allow skipping stages, but the ideal would be to add check-points anyway.
The game is very interesting and fun for the event time.
2 - Graphics, Audio and Narrative:
The graphics are very simple and are able to show exactly all the elements of the game, allowing to have good clarity of what is happening. I missed something that would mark the end of the stage (or perhaps some element of HUD that will help reduce anxiety about whether or not I am close to the end of the stage).
The audio has an interesting style and fits the game well for the event time, some people feel very comfortable, others may find it a bit repetitive (I say that because I showed it to someone else, in addition to the experience with games). So it may be interesting to have different filters for each stage (changing the voice a little) among other possible solutions (keeping the style delivered). All this after the time of the event (because they have already delivered a lot, congratulations). In addition, when I played recording for YouTube, I had the feeling that the sound doubled or tripled at some point, generating a great deal of dislike. But it doesn't seem to have been repeated when I went back to playing for a while longer before writing this review.
I do not believe that the narrative was focused on this version of the game, although it fits a simple narrative. Despite this, the game broadcasts a journey through what it already shows.
3 - Culture:
I believe that a narrative coating would be necessary for the game to have greater cultural connections (which would allow it to find niches to publish the game directly).
Despite this, the game seems to be an example of games that can use the gyroscope to find the way, so it is an example of this "genre" of mechanics, which already allows us to perceive and enjoy cultural connections.
4 - Monetization:
I have difficulty with games with this camera movement, but this is something particular. I suppose that for smartphones, due polishment and expansion of content, the game can sell with advertisements.
A couple little things could make this feel much better.
-Checkpoints :sweat_smile:
-Holding space to jump is fine, but I think players need visual feedback to know that its working; I'd suggest squishing the sprite down, shaking it, flashing it, changing its color, or changing it's facial expression (or a combination of all of them).
-It's hard to understand that the level has ended. Control is taken from the play in a way that makes them feel like they should still be able to move, especially because they can still jump, and nothing else is happening. Some kind of goal post or flag would be nice, I guess "Saved X/X" is the marker, but maybe saying **"Level Complete! Saved X/X! Press C to Continue!"** would feel better. Especially because the transition time is pretty long right now.
Visually, I like the blue character's look, and the blinky eyes is a nice touch. The idea of splitting from your buddies and regrouping is cool idea that can be expanded on.
Good job!