I played this on an ultra wide and the ui and widow doesn't fit. I know Ultrawides are niche and most players won't have them, but it's a sign of general lack of UI scaling. It could also affect users who are playing or other resolutions in a regular aspect ratio. I suggest rescaling and reshaping your UI during dellopment to make sure it remains viewable/playable.
Also noticed the in-browser gameplay window is zoomed way in, but switching to fullscreen doesn't scale, it just expands. I can actually see WAY more of the level that what's probably intended. The UI elements seem to be tied to the player instead of the screen.
Not sure what the goals are. Enemies seem to do nothing, The distance counter increases even when I just run back and forth, 20% health on falling seems arbitrary (why not just "5 lives"?)
Some notes about the menu UI:
- Options button opens a menu that only has a Credits option. Why not just have the credits button on the main menu?
-Quit button does nothing on a web-based game, except in this case freeze the game so I can't even push play.
I had only a week to make this for a game jam so please calm down. I was planning to fix a majority of these issues maybe in the next 2 weeks(because these things are harder than they look(at least for me they are.))
Not sure why you're asking me to "calm down". Are you taking my notes as a personal attack?
Generally, developers appreciate feedback on their projects. I'm making an effort to provide feedback to everyone who participated in the jam.
It's not very useful to just glaze everyone. The most useful feedback is critical feedback. There's issues in your game that you might be blind to, so I'm just trying to be helpful.
Personally, whenever I participate, I directly ask players to be as critical of my games as possible. I don't want everyone saying "omg your game is the best, I love it!", I want them nitpicking every little flaw so I know what details I missed. It's better than players disliking my game and me never knowing why.
← Return to Broken Speed
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I played this on an ultra wide and the ui and widow doesn't fit. I know Ultrawides are niche and most players won't have them, but it's a sign of general lack of UI scaling. It could also affect users who are playing or other resolutions in a regular aspect ratio. I suggest rescaling and reshaping your UI during dellopment to make sure it remains viewable/playable.
Also noticed the in-browser gameplay window is zoomed way in, but switching to fullscreen doesn't scale, it just expands. I can actually see WAY more of the level that what's probably intended. The UI elements seem to be tied to the player instead of the screen.
Not sure what the goals are. Enemies seem to do nothing, The distance counter increases even when I just run back and forth, 20% health on falling seems arbitrary (why not just "5 lives"?)
Some notes about the menu UI:
- Options button opens a menu that only has a Credits option. Why not just have the credits button on the main menu?
-Quit button does nothing on a web-based game, except in this case freeze the game so I can't even push play.
- Why isn't Play the first menu item?
Are you a judge?
Never mind.
To be frank I only understand aout 10% of what you just said. My bussinesss is just to make games for fun, like a side-project.
But I understand you were just making reccomendations.
And another thing, did you read the description?
I had only a week to make this for a game jam so please calm down. I was planning to fix a majority of these issues maybe in the next 2 weeks(because these things are harder than they look(at least for me they are.))
Not sure why you're asking me to "calm down". Are you taking my notes as a personal attack?
Generally, developers appreciate feedback on their projects. I'm making an effort to provide feedback to everyone who participated in the jam.
It's not very useful to just glaze everyone. The most useful feedback is critical feedback. There's issues in your game that you might be blind to, so I'm just trying to be helpful.
Personally, whenever I participate, I directly ask players to be as critical of my games as possible. I don't want everyone saying "omg your game is the best, I love it!", I want them nitpicking every little flaw so I know what details I missed. It's better than players disliking my game and me never knowing why.
Oh, I am sorry if the tone of what I wrote sounded like that, but I very much appreciate your feedback.