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Thoughts whilst playing Gauntlet

The Good:
The graphics are snappy and the input has no delay.

The Noteable:
The movement is a little tricky with the high precision required for aiming to shoot at the stalking circles. Resident Evil styled tank controls can be a strong intentional style.

Room for improvement:
I notice that the spawn rate increased every level, spawning from a randomly selected house. Therefore, the only gameplay benefit of destroying houses is having the enemies spawn from one area. Levels one to five have spawn rates easy enough to demolish the last house at your leisure. Level six? The spawn rate is so high, that the swarm of monsters keeps getting in the way. Preventing you from doing damage to that final house. It seems that if this game had 8 traversing directions instead of 4, there would be enough time to break away from the swarm and attack the final house from another direction (for level six at least). However, the blocking may pose a problem again at higher levels. I might suggest levelling up some kind of AOE attack to manage clumped-up swarms better?


Thoughts whilst playing Invaders

The Good:
You have Boss rounds! Nice to see the monotony of a repeatable game broken up with novelty. The graphics are snappy and the input has no delay.

The Noteable:
Sticking to a classic game mechanic helps people anticipate what to expect.  Your invaders don't speed up the more they are defeated like the classic game; and this isn't bad, but if you're changing the game mechanics -- are we to focus on dodging of all the lasers the invaders shoot?

Room for Improvement:
The power-ups look a bit like bombs, so it's difficult to intuit that they are good things to collect. The precision required feels unachievable through skill alone without powerups. Invader lasers become impossible to dodge. If there isn't any strategy to survive but for relying on RNG, your players aren't going to feel like they're 'mastering' the game.


Thoughts whilst playing Space Game
Is there an objective to this? I was wondering if I was required to shoot the regenerating mobs until they were all the same colour, perhaps?

Thought on Super-Noah
Reminds me a little of the game Canyon Climber. Some visual feedback of being hurt might help let the player know they were injured. Note that there is a micro delay. It appears that there's a glitch holding the W key a little longer while on the ladder for instant boost. Tricky to fathom the player character's momentum to predict the jumping.

(+1)

thanks for the detailed feedback on these games!!

it helps!!