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  • Music/Sound: None. 😭 This is important for polish!
  • Graphics: Passing aside the primitives in the main game, the graphics feel a bit tacky (the smiley faces specifically). It’s better than having nothing, but it is also a bit jarring to the aesthetic of the overall game. As far as the primitives in the actual game go, this is fine for the prototype, but sprites would have been better here (I know we discussed this with each other personally, I think I should have worked with you to make those sprites after all, lol).
  • Gameplay / UX: I think that the rhythm/simon-says feel of the game is actually a fairly creative way to resolve combat. I think that if you had paired this with a music with a pronounced beat that the player would have to time their inputs to, it would have been next level. The onboarding is
 present, but a bit ham-fisted. A better approach may be to guide the player through the game and make them actually perform the actions rather than you simply describing it (sorta like the idea of showing rather than telling in writing). The gameplay was a little buggy - I found that sometimes, I didn’t have to enter the full sequence before the game moved me on to the next one. There is also no distinction between the types of circles I am ‘fighting’ - they are different color circles attacking me, and they all feel more or less the same. While this may not be true ‘under the hood’ (different patterns come up for different enemy types), we’re talking about UX and how the player perceives the game.
  • UI: Consider in-game menus - pause, settings, credits, etc. Also, the transitions were abrupt and jarring, consider tweens to make the transition feel smoother. The UI is tied to the UX here too - the way you present this menu system makes the difference between something that feels like a power point presentation verses a polished game.

Overall: I think there is a really good idea in here. Keep working on games, keep learning through pushing these games out, and reach out if you need help figuring out the ‘how’. Our collaboration was limited to consultation only this time around - if you’d like to collaborate more, working as a team is its own challenge as well, and would be worth experiencing. Well done overall. :-)

Thanks a lot for the very detailed feedback! I must admit I agree with about 90% of what you said. I just couldnt find enough time and energy to implement music, sound effects, some way to make each enemy more distinct, a more fluid and immersive onboarding, better transitions between scenes and much more 😅 Overall I just realised about 2 days ago that all I had was the basic prototype and It crushed me cause I realised the game was gonna be very "primitive". 

And about not having to enter the full sequence to kill an enemy sometimes, it's actually a power up that is explained in the onboarding but I'll admit that this is very poorly explained and displayed and I can clearly see why you thought it was a bug.

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Oops! You are right, I did miss that! lol. But it would have been nice to see the feedback ‘in-game’ in that case, like a popup - POWERUP! when the sequence truncates early.