I like the idea of the game, using your environment to protect yourself against enemies and progress through the game. The animations of the player and enemy are really impressive as well.
I love the mechanics in the game, using the hook to grab on to things is super fun, especially when I'm holding on to the cloud. I think it's a very interesting and clever mechanic. I like how the tutorial level is designed very well to teach the players the mechanics, it utilized a bunch of guiding element so it made it feel smooth.
Also nice bgm, I've used the same one for one of my other games LOL.
I liked the way that certain items, like the apples, were introduced. The enemy placement was also well done.
'It is extremely ambitious for a game made in a week. There are parts of this game that make me wonder what a Triple-A game would look like with all these mechanics. The grappling hook plus cloud gives you incredible movement, and a hack&slash with that parkour-like movement. If some of the themes were narrowed down and developed this could be a really interesting final project!'
I like the design of the first level, where you can choose between an easy path and a difficult path. Players do not have to choose the difficult path, but if they pass the challenge, they will get more apples. If they fail, they can also get some apples.
Mechanics are interesting especially the hook one. Game is really nice. Sound effects are good.
The hook organization is so fun. The idea of cloud interacting with the hook gives me a bright feeling.
Creative mechanic of bouncing on cloud. Aesthetic and character animations are nice.
Good idea to use both stirngs and clouds, and even combine them together.
The tutorial messages really helped. I like the mechanics in the game where player can grab the cloud to move in air.
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What could this game have done better?
****************************
The grapple mechanic is pretty difficult to get with the move keys, maybe if it were point and click it'd be a bit more simpler to move and grapple. The moving cloud parts are where it gets really tricky with both of these.
The slime sounds like an old man when it gets hurt, which sort of threw me off. Although it's not fitting, it is sort of comedic. Also, I feel like the difficulty increase from the tutorial level and the following levels is a bit steep(why am I fighting two giant slimes after the tutorial). Another minor thing is that I can't see the numbers well for health and the green bar.
There are too many gameplay mechanics and too little explanation of them. I was lost when I was trying to fight enemies.
'First and foremost, this game controls extremely poorly on touchpad, and I've played Skyrim with a touchpad. It is not fun to play, and while I try my best to finish every game I review I will not be finishing this.
At its core, this game is extraordinarily confused. The sheer amount of mechanics makes it hard to review the levels, and I could not tell you what the core mechanic of this game is supposed to be. It has as many (if not more) mechanics as a Zelda game, but Zelda games often have entire dungeons to teach those side mechanics, while you have a text prompt, or in some cases nothing at all. Most importantly, a Zelda game knows what it is supposed to be, which is why it gives you those things first and hands you the rest later.
For this, any one of these mechanics could be developed into a full game. Hell, another group did just that with the grappling hook to make an excellent game! If you develop this further I would highly recommend deciding which mechanics you want to focus on and eliminating the rest.'
In the first level, maybe the enemies can be placed in the back. I think at this point the player needs to learn to hook and hit enemies at the same time. I think it would be better to separate them.
May be slight improves in the way level designed. I couldn't really think of many.
If the game can make the movement more smooth, it would be so much better. Like, you can make the collision space of specific platform be more align or make the hook operation add an extra air jump movement.
Not sure why, but I'm getting lag on my system.
The cloud cannot be cancelled once it is generated until it diminished, making it a bit annoying when generate a cloud by mistake. It takes a long time to wait...
I think players can get confused when they missed one or two messages. I didn't know I could press E to grab stuff until I accidentally hit E when panicing
Comments
What did this game do well?
****************************
I like the idea of the game, using your environment to protect yourself against enemies and progress through the game. The animations of the player and enemy are really impressive as well.
I love the mechanics in the game, using the hook to grab on to things is super fun, especially when I'm holding on to the cloud. I think it's a very interesting and clever mechanic. I like how the tutorial level is designed very well to teach the players the mechanics, it utilized a bunch of guiding element so it made it feel smooth.
Also nice bgm, I've used the same one for one of my other games LOL.
I liked the way that certain items, like the apples, were introduced. The enemy placement was also well done.
'It is extremely ambitious for a game made in a week. There are parts of this game that make me wonder what a Triple-A game would look like with all these mechanics. The grappling hook plus cloud gives you incredible movement, and a hack&slash with that parkour-like movement. If some of the themes were narrowed down and developed this could be a really interesting final project!'
I like the design of the first level, where you can choose between an easy path and a difficult path. Players do not have to choose the difficult path, but if they pass the challenge, they will get more apples. If they fail, they can also get some apples.
Mechanics are interesting especially the hook one. Game is really nice. Sound effects are good.
The hook organization is so fun. The idea of cloud interacting with the hook gives me a bright feeling.
Creative mechanic of bouncing on cloud. Aesthetic and character animations are nice.
Good idea to use both stirngs and clouds, and even combine them together.
The tutorial messages really helped. I like the mechanics in the game where player can grab the cloud to move in air.
========================================
What could this game have done better?
****************************
The grapple mechanic is pretty difficult to get with the move keys, maybe if it were point and click it'd be a bit more simpler to move and grapple. The moving cloud parts are where it gets really tricky with both of these.
The slime sounds like an old man when it gets hurt, which sort of threw me off. Although it's not fitting, it is sort of comedic. Also, I feel like the difficulty increase from the tutorial level and the following levels is a bit steep(why am I fighting two giant slimes after the tutorial). Another minor thing is that I can't see the numbers well for health and the green bar.
There are too many gameplay mechanics and too little explanation of them. I was lost when I was trying to fight enemies.
'First and foremost, this game controls extremely poorly on touchpad, and I've played Skyrim with a touchpad. It is not fun to play, and while I try my best to finish every game I review I will not be finishing this.
At its core, this game is extraordinarily confused. The sheer amount of mechanics makes it hard to review the levels, and I could not tell you what the core mechanic of this game is supposed to be. It has as many (if not more) mechanics as a Zelda game, but Zelda games often have entire dungeons to teach those side mechanics, while you have a text prompt, or in some cases nothing at all. Most importantly, a Zelda game knows what it is supposed to be, which is why it gives you those things first and hands you the rest later.
For this, any one of these mechanics could be developed into a full game. Hell, another group did just that with the grappling hook to make an excellent game! If you develop this further I would highly recommend deciding which mechanics you want to focus on and eliminating the rest.'
In the first level, maybe the enemies can be placed in the back. I think at this point the player needs to learn to hook and hit enemies at the same time. I think it would be better to separate them.
May be slight improves in the way level designed. I couldn't really think of many.
If the game can make the movement more smooth, it would be so much better. Like, you can make the collision space of specific platform be more align or make the hook operation add an extra air jump movement.
Not sure why, but I'm getting lag on my system.
The cloud cannot be cancelled once it is generated until it diminished, making it a bit annoying when generate a cloud by mistake. It takes a long time to wait...
I think players can get confused when they missed one or two messages. I didn't know I could press E to grab stuff until I accidentally hit E when panicing