I think this game has cool art and fun music. I think the overall concept of being a large Ultraman and trying to get to a Kaiju is fun, and a great way to communicate the game feel of being large and trying to effect a city.
I thought the movement controls and animations were cool. The ducking was fun to use, and the shield concept made sense after a few tries. I also liked the concept of the health bar and the shield bar, and that i could sacrifice my own health in order to make harder jumps.
Most of the toggles worked well (with the exception of turning off music removed the fireballs). I really liked the 'building smash' particle effects as well, and the fireballs being timed to the music worked really well too.
The overall game feel are good. And the screen shake effect is also good.
It's very nice that you could play better after a few times of trying. With some stirring music, it makes player wana try reaching the Kaiju quicker and quicker with practice.
The SFX and music fit well into the game. Nice toggles
Love the idea, all the effects are spot on, great choice of sprites that are interesting to the players.
The game is responsive in control scheme, with some exceptions. Tying some visual and gameplay effects (the fireballs + monster) to the music is an interesting quality.
The music is really catchy, it's cool how the fireballs go to the beat! And the art is really cute! Overall an interesting concept.
The idea that ultraman saving the city is cool. And its a good design that player should not destroy the building at the same time
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What could this game have done better?
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Although it's Ultraman vs. Kaiju, I didn't really get the sense that I was 'big'. Maybe the sprites were too small on the screen, or maybe the movement felt too fast and the jumps too high. The screenshake helped here a bit.
Regarding movement, regular running and jumping felt fine, but as soon as you started getting close to buildings, I felt myself sticking and often getting stuck amongst them, which didn't make for the best experience. I was actually never able to make it to the kaiju unless I turned off the fireballs and ran through the whole city with the shield active.
It also wasn't always clear to me when the shield was active vs not, and that the 'shield' applied to the buildings and not the player, since the player could get hurt while the shield is on. I also never really made the connection that the fireballs can only hurt the player, and not the buildings until playing around for a while. This was a little confusing since the fireballs hit all the buildings as well.
There were also some UI glitches as well. I often got confused between the health bar and the shield bar when they were the same color, and which one was affected at what time. Also, the 'snow' toggle didn't cover the entire screen, and the player trail toggle seemed to have a mind of its own (I would turn it off, and it would re-enable by itself). Overall I really like the concept, but there were a few bugs that prevented me from really having fun with it.
The fireball are too much and does not fit the jump distance. It's weird that you cannot move while jumping
The buildings sometimes got too close to each other. And the trail of Ultraman seems a little bit wired.
Movement feels a little awkward.
Jumping and landing are very unsatisfying as there is no movement in air and player gets caught in the buildings, fireball pattern is a bit boring, and it's difficult to figure out the goal of the game.
The player's movement being restricted when they land on a building is unexpected and hinders the player's ability to escape that restriction if multiple buildings are nearby. Some effects inexplicably activate and deactivate regardless of user input, such as the player trail and snow. How the fireballs affect the city is somewhat unclear.
The buildings being in the way make movement feel a little sticky. And while the fireballs being to the beat of the music is a cool idea (thus allowing the player to turn off music and thus turn off fireballs), the fireball/shield mechanic is a little confusing and I'm not sure when I should be using it to minimize damage to the city and player.
The game control feedback needs to be improve, especially when the player interacts with the building
Comments
What did this game do well?
****************************
I think this game has cool art and fun music. I think the overall concept of being a large Ultraman and trying to get to a Kaiju is fun, and a great way to communicate the game feel of being large and trying to effect a city.
I thought the movement controls and animations were cool. The ducking was fun to use, and the shield concept made sense after a few tries. I also liked the concept of the health bar and the shield bar, and that i could sacrifice my own health in order to make harder jumps.
Most of the toggles worked well (with the exception of turning off music removed the fireballs). I really liked the 'building smash' particle effects as well, and the fireballs being timed to the music worked really well too.
The overall game feel are good. And the screen shake effect is also good.
It's very nice that you could play better after a few times of trying. With some stirring music, it makes player wana try reaching the Kaiju quicker and quicker with practice.
The SFX and music fit well into the game. Nice toggles
Love the idea, all the effects are spot on, great choice of sprites that are interesting to the players.
The game is responsive in control scheme, with some exceptions. Tying some visual and gameplay effects (the fireballs + monster) to the music is an interesting quality.
The music is really catchy, it's cool how the fireballs go to the beat! And the art is really cute! Overall an interesting concept.
The idea that ultraman saving the city is cool. And its a good design that player should not destroy the building at the same time
========================================
What could this game have done better?
****************************
Although it's Ultraman vs. Kaiju, I didn't really get the sense that I was 'big'. Maybe the sprites were too small on the screen, or maybe the movement felt too fast and the jumps too high. The screenshake helped here a bit.
Regarding movement, regular running and jumping felt fine, but as soon as you started getting close to buildings, I felt myself sticking and often getting stuck amongst them, which didn't make for the best experience. I was actually never able to make it to the kaiju unless I turned off the fireballs and ran through the whole city with the shield active.
It also wasn't always clear to me when the shield was active vs not, and that the 'shield' applied to the buildings and not the player, since the player could get hurt while the shield is on. I also never really made the connection that the fireballs can only hurt the player, and not the buildings until playing around for a while. This was a little confusing since the fireballs hit all the buildings as well.
There were also some UI glitches as well. I often got confused between the health bar and the shield bar when they were the same color, and which one was affected at what time. Also, the 'snow' toggle didn't cover the entire screen, and the player trail toggle seemed to have a mind of its own (I would turn it off, and it would re-enable by itself). Overall I really like the concept, but there were a few bugs that prevented me from really having fun with it.
The fireball are too much and does not fit the jump distance. It's weird that you cannot move while jumping
The buildings sometimes got too close to each other. And the trail of Ultraman seems a little bit wired.
Movement feels a little awkward.
Jumping and landing are very unsatisfying as there is no movement in air and player gets caught in the buildings, fireball pattern is a bit boring, and it's difficult to figure out the goal of the game.
The player's movement being restricted when they land on a building is unexpected and hinders the player's ability to escape that restriction if multiple buildings are nearby. Some effects inexplicably activate and deactivate regardless of user input, such as the player trail and snow. How the fireballs affect the city is somewhat unclear.
The buildings being in the way make movement feel a little sticky. And while the fireballs being to the beat of the music is a cool idea (thus allowing the player to turn off music and thus turn off fireballs), the fireball/shield mechanic is a little confusing and I'm not sure when I should be using it to minimize damage to the city and player.
The game control feedback needs to be improve, especially when the player interacts with the building