I really like the concept of the game. It reminds me of slither.io! The sprites are a nice touch as well. It's a game I can find myself mindlessly playing and enjoying.
the body is also the trajectory like Minotaur Maze story.
The aesthetic is cool and the idea of having an extending hand is cool too.
the animation of the game, specifically the hand, is very nice. I also like the pixel vignette. I also like the fact that going backwards was accounted for in the animation
remain the path is a good way to recognize the explored and unexplored region.
the timed level gives it some time attack taste to the game, which make you want to challenge it more. Player respawn at the same level, which I really like because it's less frustrating.
The game gets harder with player skill since as you get better, know the map and want a good time, you go faster, which means the player would have to be even more careful as to not hit a wall. This is unintentional, but I also found a speedrun skip at the start and it made me think about how noticing things like that also is rewarding.
The game has a nice art style, and demonstrates the necessary aspects for a prototype.
Very fun and unique game concept! Loved how you had to balance speeding through the map as fast as you can while not being too reckless that you knock into obstacles, which would prompt the type of players that might be too careful and slow at first in taking risks and testing their reaction times. I also liked that the game focused on how fast you could get the task done rather than racing a set timer, which would have felt more stressful/overwhelming. On top of all this, the game assets and pages were very well-designed!
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What could this game have done better?
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I don't know why but I couldn't pick up the key. Not sure if I was too close or something. I think it'd be cool if the player could collide into itself and die. I feel like it plays into the concept of the game where you can't collide with the purple balls!
please add some plot introduction or instructions at the very beginning or players have no idea what is this game for. also pay attention to the layers for example the time layer is overlapped by objects. one more thing is you could add a hp system to give players more chances to start from the place where they touch the wall instead of pushing them back to start point directly.
There should be more elements that involve the long arm, since it's an interesting concept but the level design doesn't revolve around it.
I wish the speed at which the hand traversed was slightly slower. it's very easy to click a tiny bit and end up speeding into an enemy/wall. maybe the hand can slowly accelerate to a certain speed instead of speeding from the start. I wish some of the gaps were also a bit bigger; I need to be very exact at some parts to get through.
though the game has a timer, it doesn't force the player to finish the game within the time period, which might lose its purpose that be designed for dexterity
maybe use the trail for more purposes?
I think the key element can be interesting, but I think I was annoying in lining the hand up to grab it. That can be smoother.
The grabbing animation is somewhat slow (doesn't feel like a natural grab, key just moves slightly out of place with the hand when grabbing).
There was a small bug in the second round where I accidentally was able to go around/next to the green door/barrier and get to the end without needing to get the key.
Comments
What did this game do well?
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I really like the concept of the game. It reminds me of slither.io! The sprites are a nice touch as well. It's a game I can find myself mindlessly playing and enjoying.
the body is also the trajectory like Minotaur Maze story.
The aesthetic is cool and the idea of having an extending hand is cool too.
the animation of the game, specifically the hand, is very nice. I also like the pixel vignette. I also like the fact that going backwards was accounted for in the animation
remain the path is a good way to recognize the explored and unexplored region.
the timed level gives it some time attack taste to the game, which make you want to challenge it more. Player respawn at the same level, which I really like because it's less frustrating.
The game gets harder with player skill since as you get better, know the map and want a good time, you go faster, which means the player would have to be even more careful as to not hit a wall. This is unintentional, but I also found a speedrun skip at the start and it made me think about how noticing things like that also is rewarding.
The game has a nice art style, and demonstrates the necessary aspects for a prototype.
Very fun and unique game concept! Loved how you had to balance speeding through the map as fast as you can while not being too reckless that you knock into obstacles, which would prompt the type of players that might be too careful and slow at first in taking risks and testing their reaction times. I also liked that the game focused on how fast you could get the task done rather than racing a set timer, which would have felt more stressful/overwhelming. On top of all this, the game assets and pages were very well-designed!
========================================
What could this game have done better?
****************************
I don't know why but I couldn't pick up the key. Not sure if I was too close or something. I think it'd be cool if the player could collide into itself and die. I feel like it plays into the concept of the game where you can't collide with the purple balls!
please add some plot introduction or instructions at the very beginning or players have no idea what is this game for. also pay attention to the layers for example the time layer is overlapped by objects. one more thing is you could add a hp system to give players more chances to start from the place where they touch the wall instead of pushing them back to start point directly.
There should be more elements that involve the long arm, since it's an interesting concept but the level design doesn't revolve around it.
I wish the speed at which the hand traversed was slightly slower. it's very easy to click a tiny bit and end up speeding into an enemy/wall. maybe the hand can slowly accelerate to a certain speed instead of speeding from the start. I wish some of the gaps were also a bit bigger; I need to be very exact at some parts to get through.
though the game has a timer, it doesn't force the player to finish the game within the time period, which might lose its purpose that be designed for dexterity
maybe use the trail for more purposes?
I think the key element can be interesting, but I think I was annoying in lining the hand up to grab it. That can be smoother.
The grabbing animation is somewhat slow (doesn't feel like a natural grab, key just moves slightly out of place with the hand when grabbing).
There was a small bug in the second round where I accidentally was able to go around/next to the green door/barrier and get to the end without needing to get the key.