Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

For a single dev., this is craaaaazy quality. Gameplay is peak, think I logged more minutes in this game than any other  jam game from this batch of submissions. 

Think only feedback I have would be on art. Something about the lighting, the enemies, the string, and the environment felt like different art styles. Like they are all cartoony, but almost like "distant cousins." The shadowy guys for some reason just didn't feel like they matched the vibe of your bulbs. Could've been their color maybe or something or the fact that they faded into the ground when no other asset did, it just felt "not the same", I can't describe it. 

Speaking of bulbs, it felt a lil' weird having a hard color line on the bulb itself to indicate it was on. This is just only because no other asset had that same behavior. I don't know a lot about Unity, but I'm assuming you did that to work around lighting limitations with web builds to indicate a colored light. Maybe having it softly vignette from white to your desired color might look better. If Unity has like a the ability to make that in engine (like in Godot), you could even animate it and adjust the blur points. 

The environment also doesn't have like the hard outlines like you have on your bulbs. Assuming you did that for distinction so players could see the environment, but for me personally it felt "off" (no pun intended).

Treat these art comments as nitpicks honestly. I had a lot of fun playing your game and would def come back to it. I do love me my bullet heavens!

- S.

(+1)

Thanks for the compliments and the critiques. This is the first time I have ever worked in this art style, I don't know what looks best or what my own guidelines would be (lol) so your feedback helps. Unity did not limit me in any way. 


I had the lights colored near the edge because I've learned that's kind of what colored lights look like (see the neon light reference I sent above), and I chose not to add a gradient or blur between the center white and the colored edge because I thought it would better match the hand drawn simple style. (I later added gradient when making the shadows because I thought it was cool, lol)

I don't understand your point about no other object having the color line, because how could any other object  have that same color line behavior when no other object is glowing? (excluding XP). Maybe I'm misunderstanding you.

The lack of outlines on the background was intentional because I was trying to have outlined objects be important, and I thought it would be distracting to have it on the background.

I didn't try out many different looks for the things in the game, so there could easily be better looking options. If I didn't get feedback like this I may never improve, so thanks again.

(+1)

No yeah, you're correct. I could've explained the light thing better. I'd disregard that white to color thing I said earlier. I'm terrible with lighting myself and usually avoid messing with it for the 2D games I work on. Mostly just tossing ideas tbh.

Now reflecting on it, I guess my main thing is for me personally, it doesn't look like the bulb is lighting the room. It's almost like they need to be brighter maybe? Like I narratively accept that the lighting effect is being caused by the bulbs lighting the room, not that the bulb is. Honestly now reflecting on it, it could just be the black outline on the bulbs interrupts the look, or maybe even the fact that each individual bulb doesn't appear to have a another stronger tinier light, that is causing this.

Custom led neon signs - Beyman Agency

When I look a this picture, it just looks like the brightest of the color is what is fading out. It's almost like the actually shape of the bulb is all white and light effect itself is what the color is, not that the actual bulb is white with colored borders.