I really like this design in particular: the connection between the Slime animation and the jumping interval. Only when the slime is fully stablized, the player can jump. Really nice!
Simple but good mechanics. The game has unique enemies and is fun. I especially like the way the difficulty ramps up, but there may still be a lot of downtime to the game.
I liked the very simple controls for the game and it felt pretty intuitive learning how to play the game. It was also pretty fun trying to figure out when and where to click and timing it correctly.
Nice idea and very simply controls that are easy to learn.
I think the design of the interaction is well done and smart
The concept and level design was nice. I like how the difficult built up slowly, and the feedback from the enemies was sufficient. The theme and idea felt very original.
I think that its a very interesting concept that was implement very well. There are many indicators of what is happening on the screen
I like the general gameplay concept that you have to jump to avoid the enemies but at the same time you can also beat the enemies with the jumps. It makes me feel like this is some sort of a shooting game in some ways.
The game has a good introduction of enemies in the first level, which teaches the player what each enemy does after seeing it for the first time. A lot of the obstacles and map hazards make sense intuitively for the game.
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What could this game have done better?
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The speed of the Slime can be faster, or can increase overtime. It might be a little bit slow now.
The visuals are a bit jarring in the way that many sprites are difficult to see, and things such as a missing part of the level can be missed if quickly moving.
I think the holes in the second level are a little hard to distinguish from the rest of the map, so maybe some sort of indicator would be nice. The game doesn't really have anything to help the player learn. It felt like I was trying to figure some things out on my own like, if I can hit the ships can I hit the meteor flying around to destroy it.
Can't hit enemies if you have been hit. While slime buddy is has i-frames, so do the enemy ships.
I think if there's some ingame UI tell ing me about click to start will be better
I did not like how the game looked, the aesthetics felt off. The level design was nice but some more explanation or symbols to guide the player would have been nice. It got boring after a while just jumping around, some more juice to the game would be a room for improvement.
I guess maybe make it a little clear as to what the objective of the game is because it is a little confusing in the beginning
Maybe adding a timer so that the player can clearly see how many seconds left until the level is clear (or having a counter showing how many enemies left)
It's a good game. I think the only thing this game can do better is more levels.
Comments
What did this game do well?
****************************
I really like this design in particular: the connection between the Slime animation and the jumping interval. Only when the slime is fully stablized, the player can jump. Really nice!
Simple but good mechanics. The game has unique enemies and is fun. I especially like the way the difficulty ramps up, but there may still be a lot of downtime to the game.
I liked the very simple controls for the game and it felt pretty intuitive learning how to play the game. It was also pretty fun trying to figure out when and where to click and timing it correctly.
Nice idea and very simply controls that are easy to learn.
I think the design of the interaction is well done and smart
The concept and level design was nice. I like how the difficult built up slowly, and the feedback from the enemies was sufficient. The theme and idea felt very original.
I think that its a very interesting concept that was implement very well. There are many indicators of what is happening on the screen
I like the general gameplay concept that you have to jump to avoid the enemies but at the same time you can also beat the enemies with the jumps. It makes me feel like this is some sort of a shooting game in some ways.
The game has a good introduction of enemies in the first level, which teaches the player what each enemy does after seeing it for the first time. A lot of the obstacles and map hazards make sense intuitively for the game.
========================================
What could this game have done better?
****************************
The speed of the Slime can be faster, or can increase overtime. It might be a little bit slow now.
The visuals are a bit jarring in the way that many sprites are difficult to see, and things such as a missing part of the level can be missed if quickly moving.
I think the holes in the second level are a little hard to distinguish from the rest of the map, so maybe some sort of indicator would be nice. The game doesn't really have anything to help the player learn. It felt like I was trying to figure some things out on my own like, if I can hit the ships can I hit the meteor flying around to destroy it.
Can't hit enemies if you have been hit. While slime buddy is has i-frames, so do the enemy ships.
I think if there's some ingame UI tell ing me about click to start will be better
I did not like how the game looked, the aesthetics felt off. The level design was nice but some more explanation or symbols to guide the player would have been nice. It got boring after a while just jumping around, some more juice to the game would be a room for improvement.
I guess maybe make it a little clear as to what the objective of the game is because it is a little confusing in the beginning
Maybe adding a timer so that the player can clearly see how many seconds left until the level is clear (or having a counter showing how many enemies left)
It's a good game. I think the only thing this game can do better is more levels.