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What did this game do well?

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I really liked the game feel elements in this one! All the effects, from the music to the background noise to the fireflies to the particles worked relatively well together and made for a super relaxing experience. I thought the cat sprite was fun as well, it added to the 'chill' element of the game.

I thought the gameplay was simple, but that's what made it enjoyable. Very simply catch the many stars and avoid the few asteroids. The parallax effect of the background was great, and significantly added to the sense that we were in a field at night.

All the game feel toggles worked perfectly and I like how they immediately triggered the effect without delay. It made playing around with the different elements work well. In my opinion, the particle effects and sound FX really added to the experience the most here.

The background music is very satisfying and I like the catching star idea.

Amazing music and SFX choice. The background is also really cool.

The sound effects really helped show what the goal of the game was, and the atmosphere provided a calm feeling.

The ambience and art style of the game fits perfectly together, with no death penalties and score this becomes a very relaxing game that can be just opened on the side while working on something else.

The game creates a comfortable ambience through the BGM and visual effects that is unique to this round of submissions. The overall art design (except for the cat, which is somewhat derpy) is cohesive.The game accomplishes its intended role of being an immersive experience, for the most part.

A very beautiful game loved the sprites and music, felt very zen and peaceful

The game is really relaxing. I like the art style and music created themselves! And the difficulty is moderate

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What could this game have done better?

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The health bar as an inclusion felt sort of counter to the idea of this chill 'catching stars' game. I understand adding it for the sake of another game feel element to display 'health bar warping', but it didn't really feel like it fit in this game. In a game with no score or no end state, the health bar doesn't exactly fit, especially when it can't even go to 0.

Other than that I really liked this experience!

Have some connections between the game and health bar, like make player lose or something

There's not really an objective for this game but that wasn't the point of this week's theme so it's no big deal.

Since this week is about game feel, I want to focus on the feel and implementation of certain elements. The tails on the stars were very pretty and helped players understand the trajectory of the stars, but they also felt off because they were disconnected. The tails on the meteors had the same effect, and were connected, but they also gave away that the meteors were spawned in from barely off the screen. This made the meteor's initial slow speed and acceleration noticeable and took away from the idea that the meteors were meant to fall from a great height (space).

As a game the difficulty can be increased, currently standing in the same spot does not guarantee death and there isn't a score system that can track player's progress

No lose screen for losing all your health is awkward. It's somewhat hard to actually get your heart to 0, given the higher perceived frequency of stars than asteroids. The health bar's placement makes it look like it's a part of the tail and that it'll block the asteroids, though that's not what it actually does.

The obvious one would be to gamify it a bit more with a healthbar that works and maybe some other mechanics that could make it fun. I see a lot of potential

The UI style can be improved so that the whole game will be perfect