Art and animation is not bad , but will be nice to work on art in next levels , to be something different. Music and sfx like them, so my advice is more art.
This was my first time making all the art and music myself, and I had to rush some things because of the time limit, but I'll surely add more art(probably from an actual artist, not myself) if I ever decide to make this game a full release.
Thanks for the feedback! I'm glad you decided to give the game a try.
Hey this is really cool! I love the puzzles and the way you manage your heat resource while using it to alter platforms and solve challenges. The way that you built upon the core mechanic of using heat and cold to control the platforming was really clever and original.
To begin with the more art stuff cus I do that lol. I like Kelvin's design, I think its simple and fits the job and theme of the game to be a quick simple Puzzle-Platformer, I like his basic up & down animation and I understand how it'd be hard to do more with the time you had, also his animation on his staff/stick thing is good.
Kelvin's design is pretty simple, but again it fits the game and works for it, although it reminds me of the Witch character from Atic Atak lol. If you were to expand upon this concept, maybe consider redesigning him to be a bit more detailed.
The background of the level is pretty alright, reminds me of Minecraft Strongholds, alongside the torch which extremely reminds me of such. The blocks are a bit generic, but serve their purpose apart from the X blocks, which because there was no text explaining what it did or hint or reference, I didn't know what to do but that is more level design. I can tell you made the door in small when designing it, then upscaled it to fit the size of the door's Interaction box (I know its the incorrect name but leave me alone, meanie.) which I'd recommend fixing in a patch or a sequel.
The fire effects are fine, the fire sprite could maybe be animated in a update or something similar, just for flavour, also maybe fix it as it looks kind of wonky and a first go attempt. The spikes just do not look like they could kill Kelvin, forcing him to restart, they just look like LEGOs which whilst being horrible, are survivable unlike massive spikes. Maybe replace them with just empty pits or make them massive spikes, something like the horrible ones from the original Sonic The Hedgehog games
Music and Sound Effects
Beginning with the Title Screen music, it is alright. It fits the job fine but I feel (Just like with main theme.) that the hehehMETAL PIPE BASSLINE doesn't work as well as just a Standard Drum set bass would. Onto the main music, its good, I like it and I didn't find it too repetitive over the short but enjoyable process of the game, but I feel the quick version I made because you asked with the slightly changed instruments would have fit more cough cough, but anyway.
The SFX (Sound effects for the idiots in the audience.) were fine, although there only being 2, the fire being let out and being absorbed. They both were fine, weren't annoying or anything, the main complaint here is the lack of them but really where could you have put them? Well, maybe when you select a button on the title screen or finish screen and also for when you open a door. If you ever add a Jump Mechanic obviously one for that would be needed too.
Gameplay and level design
The gameplay is a neat concept, it works for a puzzle game but can defiantly be expanded upon, by adding a attack or (What I feel would be better) a Jump. Maybe some power ups and really add the more "platformer" part of the puzzle platformer.
Kelvin's movement, in my opinion, is fairly bad as I feel I am sliding constantly like the whole floor is ice, and if you added a Jump this'd be a problem. His speed his fine and his fraction is alright, much better than his landing speed which is the like "OH FUCK OH SHIT I AM ON ICE SKATES AND I'M ABOUT TO CRASH INTO NEPAL'S BIGGEST ORPHANGE ON THE HIMALAYAS AAAAAAAAAAA-" if you get that feeling.
I'll go over the level design, what I like and dislike over each level because in reality they're are quick and easy which is part of the complaint as its more a mobile thing for it to be quick and easy then say, a desktop or console game.
Level 1
Level 1 is literally a tutorial level and it explains it fine with the text. Maybe in another game or update to this make the tutorial a separate stage then directly in the game, the best example of my head is how "Tutorial" from Friday Night Funkin' is separate from Week 1, other than that its a fine first level, just I feel it shouldn't be.
Level 2
Again another tutorial type stage, same reasons as Level 1. The text explains it fine and even if it didn't then most players would probably guess in under 30 seconds, but I don't know, some people are really stupid now lol.
Level 3
AGAIN another tutorial type stage, it is fine and teaches the suck and fuck blow mechanics of the game well, also teaches how to restart which is a good addition to the game. The first 2 Fire Wall Door things appear here and they're a good addition, they complicate gameplay a bit more and are good all round.
Level 4
This level is where I'd consider the googoo ga ga baby tutorial shit stops and becomes confident enough to not piss its panties instantly, the addition of the vertical block is good and shows that'll appear much more later on. Also I really enjoyed writing this part lol.
Level 5
First area to show the spikes more visibly and show some attention to them, even though you could have probably just removed the bride over the spike pit and just made it a bride to the bottom with the spikes. This level also shows the Up Block as I'll call it, again good and shows it in a basically save environment so its a good from me lol.
Level 6
Level 6 is the main show off of the Up Blocks, alongside some horizontal and vertical ones too. This level is pretty good and would fit a level 2 or 3 in my opinion. The puzzle, whilst not being hard is interesting enough for me to want to continue so its pretty good, although I believe there is a glitch with the furthest most right vertical platformer, where I couldn't close it more with the absorb but I could walk under it but slowly and moving weirdly? I don't know what this is.
Level 7
Level 7 is just Level 4 but with the X Blocks. This part fails as it doesn't tell you what the X blocks do so you just have to suck it and figure it out for yourself, I was confused when I first got to here, you'll now from me DMing you lol, but add some text explain what the X blocks do or show them off in the maybe Tutorial stage that may come one day.
Level 8
This being the final level is a bit anti-climatic but its good. I like the small vertical blocks and the usage of the X blocks but this is where the in air speed really fucks you up. I like the bit at the end where you take the X blocks useless energy and use it yourself to escape but there is a glitch where if you stand in front of the door, then unlock it with the fire where it'll softlock. I am guessing this is because it would play the ending bit and the game can't handle Kelvin being in front of the door when it is loading but I think its probably a coding problem.
I enjoyed the short game and I hope more people see it, but I also hope you improve on it or make a sequel with these suggestions. I rated this game 5 Stars because I want people to see it so it motivates you to improve which I know you can, you have alot of potential. My personal score would be a 4 or a 4.5 but overall, fun but short game and impressive you got this done with distractions and school, even when you had a 7 day period to make it. Also change the name, Kelvin just doesn't fit in my opinion lol.
Good game. 4/5.
Also I posted the review here I just don't know if you'd be able to see it, I don't really use Itch.io lol.
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way too good, im speedrunning this
Art and animation is not bad , but will be nice to work on art in next levels , to be something different. Music and sfx like them, so my advice is more art.
This was my first time making all the art and music myself, and I had to rush some things because of the time limit, but I'll surely add more art(probably from an actual artist, not myself) if I ever decide to make this game a full release.
Thanks for the feedback! I'm glad you decided to give the game a try.
Hey this is really cool! I love the puzzles and the way you manage your heat resource while using it to alter platforms and solve challenges. The way that you built upon the core mechanic of using heat and cold to control the platforming was really clever and original.
Thank you for giving it a try! I'm really glad you had fun!
Here is my review of Kelvin.
Art and design
To begin with the more art stuff cus I do that lol. I like Kelvin's design, I think its simple and fits the job and theme of the game to be a quick simple Puzzle-Platformer, I like his basic up & down animation and I understand how it'd be hard to do more with the time you had, also his animation on his staff/stick thing is good.
Kelvin's design is pretty simple, but again it fits the game and works for it, although it reminds me of the Witch character from Atic Atak lol. If you were to expand upon this concept, maybe consider redesigning him to be a bit more detailed.
The background of the level is pretty alright, reminds me of Minecraft Strongholds, alongside the torch which extremely reminds me of such. The blocks are a bit generic, but serve their purpose apart from the X blocks, which because there was no text explaining what it did or hint or reference, I didn't know what to do but that is more level design. I can tell you made the door in small when designing it, then upscaled it to fit the size of the door's Interaction box (I know its the incorrect name but leave me alone, meanie.) which I'd recommend fixing in a patch or a sequel.
The fire effects are fine, the fire sprite could maybe be animated in a update or something similar, just for flavour, also maybe fix it as it looks kind of wonky and a first go attempt. The spikes just do not look like they could kill Kelvin, forcing him to restart, they just look like LEGOs which whilst being horrible, are survivable unlike massive spikes. Maybe replace them with just empty pits or make them massive spikes, something like the horrible ones from the original Sonic The Hedgehog games
Music and Sound Effects
Beginning with the Title Screen music, it is alright. It fits the job fine but I feel (Just like with main theme.) that the heheh METAL PIPE BASSLINE doesn't work as well as just a Standard Drum set bass would. Onto the main music, its good, I like it and I didn't find it too repetitive over the short but enjoyable process of the game, but I feel the quick version I made because you asked with the slightly changed instruments would have fit more cough cough, but anyway.
The SFX (Sound effects for the idiots in the audience.) were fine, although there only being 2, the fire being let out and being absorbed. They both were fine, weren't annoying or anything, the main complaint here is the lack of them but really where could you have put them? Well, maybe when you select a button on the title screen or finish screen and also for when you open a door. If you ever add a Jump Mechanic obviously one for that would be needed too.
Gameplay and level design
The gameplay is a neat concept, it works for a puzzle game but can defiantly be expanded upon, by adding a attack or (What I feel would be better) a Jump. Maybe some power ups and really add the more "platformer" part of the puzzle platformer.
Kelvin's movement, in my opinion, is fairly bad as I feel I am sliding constantly like the whole floor is ice, and if you added a Jump this'd be a problem. His speed his fine and his fraction is alright, much better than his landing speed which is the like "OH FUCK OH SHIT I AM ON ICE SKATES AND I'M ABOUT TO CRASH INTO NEPAL'S BIGGEST ORPHANGE ON THE HIMALAYAS AAAAAAAAAAA-" if you get that feeling.
I'll go over the level design, what I like and dislike over each level because in reality they're are quick and easy which is part of the complaint as its more a mobile thing for it to be quick and easy then say, a desktop or console game.
Level 1
Level 1 is literally a tutorial level and it explains it fine with the text. Maybe in another game or update to this make the tutorial a separate stage then directly in the game, the best example of my head is how "Tutorial" from Friday Night Funkin' is separate from Week 1, other than that its a fine first level, just I feel it shouldn't be.
Level 2
Again another tutorial type stage, same reasons as Level 1. The text explains it fine and even if it didn't then most players would probably guess in under 30 seconds, but I don't know, some people are really stupid now lol.
Level 3
AGAIN another tutorial type stage, it is fine and teaches the suck and
fuckblow mechanics of the game well, also teaches how to restart which is a good addition to the game. The first 2 Fire Wall Door things appear here and they're a good addition, they complicate gameplay a bit more and are good all round.Level 4
This level is where I'd consider the googoo ga ga baby tutorial shit stops and becomes confident enough to not piss its panties instantly, the addition of the vertical block is good and shows that'll appear much more later on. Also I really enjoyed writing this part lol.
Level 5
First area to show the spikes more visibly and show some attention to them, even though you could have probably just removed the bride over the spike pit and just made it a bride to the bottom with the spikes. This level also shows the Up Block as I'll call it, again good and shows it in a basically save environment so its a good from me lol.
Level 6
Level 6 is the main show off of the Up Blocks, alongside some horizontal and vertical ones too. This level is pretty good and would fit a level 2 or 3 in my opinion. The puzzle, whilst not being hard is interesting enough for me to want to continue so its pretty good, although I believe there is a glitch with the furthest most right vertical platformer, where I couldn't close it more with the absorb but I could walk under it but slowly and moving weirdly? I don't know what this is.
Level 7
Level 7 is just Level 4 but with the X Blocks. This part fails as it doesn't tell you what the X blocks do so you just have to suck it and figure it out for yourself, I was confused when I first got to here, you'll now from me DMing you lol, but add some text explain what the X blocks do or show them off in the maybe Tutorial stage that may come one day.
Level 8
This being the final level is a bit anti-climatic but its good. I like the small vertical blocks and the usage of the X blocks but this is where the in air speed really fucks you up. I like the bit at the end where you take the X blocks useless energy and use it yourself to escape but there is a glitch where if you stand in front of the door, then unlock it with the fire where it'll softlock. I am guessing this is because it would play the ending bit and the game can't handle Kelvin being in front of the door when it is loading but I think its probably a coding problem.
I enjoyed the short game and I hope more people see it, but I also hope you improve on it or make a sequel with these suggestions. I rated this game 5 Stars because I want people to see it so it motivates you to improve which I know you can, you have alot of potential. My personal score would be a 4 or a 4.5 but overall, fun but short game and impressive you got this done with distractions and school, even when you had a 7 day period to make it. Also change the name, Kelvin just doesn't fit in my opinion lol.
Good game. 4/5.
Also I posted the review here I just don't know if you'd be able to see it, I don't really use Itch.io lol.
poggies