Glyph
Jules 21 Jun, 2021 @ 12:22am
Glyph Demo Feedback (Next Fest 21)
Graphically Glyph is simple but effective and good looking as a result, the visuals were clear and good looking and it ran well on my laptop.

The movement controls (gamepad) worked well and I enjoyed progressively learning the various abilities.

Seemed pretty well polished and bug free.

Some of the movement abilities were a bit un-intuitive to me and not entirely explained to compensate.

1. I didn't initially understand that double jump was only recharged when you landed on certain places. How they were marked was a little unclear as it didn't seem entirely consistent, certainly turquoise glyphs did recharge but some other surfaces seemed to as well. I found this (and non-recharging) a bit frustrating

2. I also came to understand that single jump recharged on contact with any surface and did not require you to be in contact with another surface to use, which was much more powerful than I initially realised. This let me climb vertical surfaces which was cool and saved me from many deaths.

3. There seemed to be little or no friction with surfaces, in particular if a surface was moving then you really aren't carried with it at all. Eventually I felt this made sense but it didn't feel right when I first experienced it.

4. The smash ability bounced you perpendicular to the surface you hit, rather than straight up like the jumps. Again not necessarily a bad thing but unexpected and it was not immediately obvious what was going on when I first experienced it.

5. The glide ability is one shot, which was also a bit unexpected (compared to other games) but didn't seem to have any restrictions on when it recharged (unlike double jump). Once I'd got the hang of using it as a pulse to build distance and then releasing it before arrival it ended up being pretty useful.

6. The colouring of the sphere indicates which abilities are available and that does work, though didn't appear to be taught.

On the whole the controls and abilities worked fairly well, and I enjoyed platforming with the ball in the minute to minute gameplay.

The last section I played started introducing more difficult and longer sections, including a dark coloured "enemy" that bounced me off (I tried smashing it). However I got frustrated after successfully completing a long section, dying when starting the next and being sent back a long way. I also found it frustrating that you lose pickups (like keys) when you die.

The placement of checkpoints and their behaviour can really make a huge amount of difference to the enjoyment of this kind of game. Tricky platforming can be fun but it quickly becomes incredibly frustrating if it feels unnecessarily punishing.

Also when smashing the "enemy" I got thrown backwards fast and hard in a way that didn't feel consistent with other parts of gameplay.

The other challenge for the game is motivation, with no story, no recognition of progress and fairly big levels, I just didn't feel much reason to keep playing. This might be improved through UI between level sections?

I feel it has the potential to be a great "puzzle" platformer but not quite there for me.
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Aboikos 21 Jun, 2021 @ 3:13am 
Originally posted by jules.davis:
Graphically Glyph is simple but effective and good looking as a result, the visuals were clear and good looking and it ran well on my laptop.

The movement controls (gamepad) worked well and I enjoyed progressively learning the various abilities.

Seemed pretty well polished and bug free.

Some of the movement abilities were a bit un-intuitive to me and not entirely explained to compensate.

1. I didn't initially understand that double jump was only recharged when you landed on certain places. How they were marked was a little unclear as it didn't seem entirely consistent, certainly turquoise glyphs did recharge but some other surfaces seemed to as well. I found this (and non-recharging) a bit frustrating

All the teal surfaces re-charge your double jump - it's that simple, but you have to figure it out first of course. :-)

2. I also came to understand that single jump recharged on contact with any surface and did not require you to be in contact with another surface to use, which was much more powerful than I initially realised. This let me climb vertical surfaces which was cool and saved me from many deaths.

Yes, vertical climbing is super fun. If you go really fast it will propel you into the air, which is nice.

3. There seemed to be little or no friction with surfaces, in particular if a surface was moving then you really aren't carried with it at all. Eventually I felt this made sense but it didn't feel right when I first experienced it.

When you learn to utilize this effect you can really take advantage of your momentum, to go even higher, longer and faster!

4. The smash ability bounced you perpendicular to the surface you hit, rather than straight up like the jumps. Again not necessarily a bad thing but unexpected and it was not immediately obvious what was going on when I first experienced it.

Yes, lots of details to learn in this game.

5. The glide ability is one shot, which was also a bit unexpected (compared to other games) but didn't seem to have any restrictions on when it recharged (unlike double jump). Once I'd got the hang of using it as a pulse to build distance and then releasing it before arrival it ended up being pretty useful.

A good discovery. Gliding is also excellent for altering your direction mid-air.

6. The colouring of the sphere indicates which abilities are available and that does work, though didn't appear to be taught.

We are somewhat limited by the size format of a demo. It's a balance between spending most of the game teaching players a lot of details about the game and getting to some actual playtime. That's why we designed the demo to be a demo rather than axe a few levels out of the full game. The full game contains a more thorough tutorial.

On the whole the controls and abilities worked fairly well, and I enjoyed platforming with the ball in the minute to minute gameplay.

I'm glad you think so - a lot of the reviewers (the game came out on Switch in Jan.) agree that the controls in Glyph are a big plus once you understand them.

The last section I played started introducing more difficult and longer sections, including a dark coloured "enemy" that bounced me off (I tried smashing it). However I got frustrated after successfully completing a long section, dying when starting the next and being sent back a long way. I also found it frustrating that you lose pickups (like keys) when you die.

The placement of checkpoints and their behaviour can really make a huge amount of difference to the enjoyment of this kind of game. Tricky platforming can be fun but it quickly becomes incredibly frustrating if it feels unnecessarily punishing.

It's true that Glyph really is a game that takes some dedication to get into, and the levels are not always a walk.thru. Fortunately, there are more than 80 in the full game, so, something for everyone. :)

Also when smashing the "enemy" I got thrown backwards fast and hard in a way that didn't feel consistent with other parts of gameplay.

The glide ability is the best counter for when the bots get ya!

The other challenge for the game is motivation, with no story, no recognition of progress and fairly big levels, I just didn't feel much reason to keep playing. This might be improved through UI between level sections?

The story is admittedly not very deep. It's there to bind the universe together, but if you are into story-rich games, Glyph is probably not for you.

I feel it has the potential to be a great "puzzle" platformer but not quite there for me.

Thank you! And thank you for giving your feedback - really appreciate it.
Last edited by Aboikos; 21 Jun, 2021 @ 3:19am
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