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Rating Games!

A topic by Exxiey created 62 days ago Views: 344 Replies: 21
Viewing posts 1 to 8
Submitted

Trying to give ratings/feeback to as many games as I can but can only do so much. If you want me to take a look at your game, leave it below and I'll put it on my list to rate and review. 

Also trying to get better at my analysis skills so if you're looking for particular feedback let me know and I'll try my best to provide it.

Submitted

I’d love some feedback! Just a note, there is a bug that halts progression that can occasionally happen which a couple people have run into, so if you do play it and it does happen I apologize in advance >_<

https://itch.io/jam/godot-wild-jam-94/rate/4697177

Submitted

Wow lot to unpack here, very impressive game for a jam!

Pros:

  • Visually the game is very appealing. The card art feels fresh and unique to your game despite simply being playing cards. The setting/backstory is wonderful. I love the sort of Alice in Worderland monarchy style of world and think this is an area you could lean into much harder to really give the game more character.
  • Player has A LOT of agency over the gameplay. Between the playing, discarding, and scoring, there are so many different paths a player can take action to action. This lends itself very well to a rougelike as it allows the player to experiments with different strategies run to run, even when using the exact same deck!

Cons:

  • This game's learning curve is STEEP.  Even as someone who has played a lot of deckbuilding rougelikes, I still struggled to find a good strategy within the combat system. There's a lot of moving parts turn to turn and it can feel extremely overwhelming as a new player with only a block of text as your tutorial. 
  • Some cards feel far too punishing for their effect. I felt this with the Hanafuda cards in particular (I love the inclusion of Hanafuda card aesthetically though). Their energy cost and score penalty felt far to steep for their effects in addition to also being a dead card for poker hands. I eventually just found myself just skipping these all together and felt like I had a more powerful deck for doing so.

Overall the game is oozing potential and was still very enjoyable to play in it's current state. Very well done!


Submitted

I feel I need to make a disclaimer here—I did not make the card art. The French, Tarot, and Hanafuda cards were all assets I purchased. All the rest of the art in the game is mine, but you may wish to update your rating based on that. Ideally I would’ve done it all myself, but… well, it was down to the wire as it was. I apologize for the confusion.

A few people have mentioned the learning curve—definitely I would need to implement a guided tutorial battle in a full version of this. I knew presenting players with a wall of text wouldn’t be ideal, but I think I underestimated how difficult to grasp the game’s systems were. By the time I had it fully playable I was already pretty good at it, so I was biased in that regard.

Your insights on the Hanafuda are very interesting—I had not considered them being dead draws as as major of a downside as it actually is. Huh. If I’d have realized that sooner, I would’ve made them more usable to compensate.

Thank you for all the feedback! It was very valuable. I’ll try and do the same for your game at some point. Cheers!

Submitted

Ah well my props to the artists for the card art then. But regardless of if you made the card art or not, you still incorporated ALL art together within your setting in a way that felt visually satisfying and cohesive. So I still stand by my rating with regards to the visuals.

Submitted

Appreciate it. I’ve also put a comment on my game’s page clarifying all this so hopefully everyone can make a fairer assessment now. Thanks again!

Submitted

We'd be happy if you tried our first game. We've already received some feedback, but we'd love for someone to review the game thoroughly from every aspect (gameplay, graphics, music, sound effects, etc.). We take criticism well, and any feedback would help us improve and grow.


Top-down Mutant Thief Turtle

Submitted

Congrats on your first game! 

Pros:

  • A turn based puzzle game where you are not fighting your enemies but rather avoiding them lead to some innovative gameplay elements/puzzles that I haven't really seen in other games. There's a lot of potential areas of exploration a game designer could do in this space.
  • The goofy/playful nature of the game helped with the game's overall appeal. I don't think I would have enjoyed it anywhere near as much if it was a serious game about a mutant turtle searching for pizza... The humor of the game really sells it.

Cons:

  • The controls left a lot to be desired. Having the mouse only be used to click the 'end turn' button felt like a waste of a hand. It would have been nice to have the game be playable with one hand given it's control simplicity. Also gotta be careful using Ctrl and WASD movement in web games. In most browsers Ctrl+W closes the current tab.
  • The game was overall too easy. Most hazards could be avoided simply by waiting, and when waiting didn't work, the large heath pool gives the ability to just barrel your way though most things without much forethought. 

You should be very proud of what you've built here for the jam! Look forward to seeing what you make for future jams if you do more.

Submitted

Thank you for trying it out! We really appreciate the detailed feedback. We're very happy that the game's lighthearted tone came across the way we had hoped.

We'll definitely take your criticism and ideas regarding the controls into consideration and keep them in mind for the future. (We'll also look into the shortcut keys to avoid similar unpleasant situations.)

The game's simplicity is probably due to the fact that we only had three afternoons and one morning to work on it, so the levels were created at the very last minute.

If everything goes according to plan, we'll be taking part in Godot Wild Jam #96. :)

Submitted

Hello i'm interested for any tips in level design ! :)
https://wyloo.itch.io/colors-mutation

Submitted

Very cool concept for a puzzle platformer!

Pros:

  • The levels were excellent at teaching the player the game mechanics. Slowly introducing each color, then each color combo, before finally dropping the player into a level where all six were present made for a seamless tutorial experience.  It really allowed the player to fully grasp and understand what each color did individually.
  • Areas in the level that encouraged compound movement felt very rewarding as a player. The game's unique control scheme of using both sticks to choose your color allowed for great moments such as using the purple 'super jump' into a yellow color change to catch the vines. Very satisfying mechanically in a way that still complimented the relaxed atmosphere of the game. 

Cons:

  • The level disappearing  around you was kinda frustrating. While it was a good idea to help signal to the player that there were hidden objects by showing them as 'grey' when not near the player, the 'grey' used matched the sky of the background exactly. This lead to them being completely invisible along with the rest of the level until the player got close. This was especially noticeable during the 'super jump' platforming sections in the final level.
  • Had to guess what color was needed a lot in the final level without the guides. During the tutorial levels, each color was introduced using a particular layout (right angle overhang for green, impossibly high wall for purple, etc) as a means of traversing that layout. It would have been nice to have similar color/layout combinations used again in the final level to give the player an idea of what color they might need to use but without the help of a guide.

Lots of cool level design opportunities with these game  mechanics. I enjoyed playing through this submission quite a lot!

Submitted

My very first game jam and my first game! You need to mutate fish to gain new abilities, and to complete the game, you have to feed the turtle uranium. To ensure it doesn’t die in the process, it must receive a certain mutation beforehand. I’d be happy to receive any feedback :)
https://gottver.itch.io/mutagen-aquarium

Submitted (1 edit)

Great job on your first game!

Pros:

  • The game is chaotic, but the player retains enough control for the chaos to feel fun and gratifying. Initially mutations feel very random but with the help of the incubator the player really has quite a bit of sway over what qualities a new fish will have. This is further exemplified by having the goal of the game being a 'seemingly' impossible task that slowly shows itself to be possible through mutation control.
  • The game had some emergent gameplay in the form of leading fish with food to form 'groups'. For example, after spamming food just to feed all my fish the fish would swarm that spot. Using that knowledge I was able to separate out the fish I was trying to mutate from my 'money' fish which I found to be very cool.

Cons:

  • Fish feel pointless after getting turtles. With the goal being tied to just turtles, and the incubator only working with fish of the species, I quickly just didn't care about my other fish after getting two turtles. While you must buy lower tier fish to get to the turtle, mid tier fish like the Anglerfish didn't feel worth it.
  • The game had some performance issues on my end. Every time a mutation occurred my game would hang for maybe 0.25 sec. While not a big deal in the beginning, it quickly spiraled out of control once I had a lot of fish and was feeding them high toxicity food. I sold a bunch of fish so it wasn't as severe but it's something that did ultimately hinder me as a player.

Again, you should be very proud of this as your first game! Well done and hope you continue to participate in future game jams.

Submitted (1 edit)

Hi, if it's not too much trouble, could you rate my game?
https://dustincomp.itch.io/casino-survivor

Submitted (1 edit)

I'm a sucker for the casino aesthetic, and cool to see it in a Survivor setting. 

Pros:

  • The visual design is great. Between the casino setting, color pallet, and character designs, everything felt very cohesive. The game looks classic without feeling outdated.
  • The level design felt good. The level was big without feeling massive. Varied enough to not be super repetitive. Featured wide open areas for kiting as well as skinny passages for funneling. All of this while still feeling like it could be the layout of an actual casino.

Cons:

  • The power fantasy isn't here for me. I don't feel all that much more powerful from when I start the game to when it end. The only upgrade that feels impactful is attack speed upgrades, and even then it doesn't make me feel like I could confidently take on a hoard of enemies, just pick them off one my one a little faster. 
  • The mutation mechanic isn't well communicated. It wasn't clear to me from the get go that I could trigger a mutation whenever I wanted. My best guess for how the mechanic actually works is that the more blood you collect, the higher chance you have a getting a strong mutation, but it still feels like a guess as even at a high blood count you can still get fairly weak mutations. 

Nice game overall, enjoyed playing through it!

Submitted

These reviews are so thoughtful. If it is not too much, could you review my game Construct Zero:

https://cyanglaz.itch.io/construct-zero

Submitted

An impressively polished and well rounded submission.

Pros:

  • The art style is fantastic. Super low res is hard to get right but it feels right at home here. While I can't always tell what each object is meant to be, a context clue is typically given to help identify it. The designs are also kept consistent so that even when the context clue is no longer there later the objects remain identifiable.
  • Puzzle designs are informative and intentional. Each new mechanic is taught to the player in a simple way at first then expanded or compounded with other mechanics later which scales the difficulty smoothy. 

Cons:

  • Movement felt very sensitive. I had to make sure to tap a key fast to move just one unit otherwise I'd move twice as far as I was intending to. To me, this made everything feel much more cramped then it actually was at times.
  • Gonna nitpick here, but the robot dialog on 8-8 is too much. The cute and charming nature of their responses quickly becomes annoying  when they block your view.

Definitely one of the most complete feeling game I've played in this jam so far. Well done!

Submitted

Thank you so much for the thoughtful review. And thank you for actually completing the whole game! 

I agree with you on both cons completely. I’m adding a delay to consecutive moves for the control as well as toggle in setting to disable it.

The robot talk in level 8 was a funny story.

It was initially intentional to try to give the player a stressed feeling if they try to go through the middle and to hint the players to go though the alley on the left. Right before submission my wife told me it is too annoying and I tried to give it a proper fix but couldn’t make it on time. 

Thank you so much again! 

Submitted

Haha, well the time crunch gets to us all I suppose.

Submitted

I was the composer for my team.

https://itch.io/jam/godot-wild-jam-94/rate/4681538

Submitted

Sound design and music really isn't my forte (hehe) but I'll try my best.

Pros:

  • The music is very reminiscent of NES games, which suits the game perfectly given its graphical style. The main menu and race music especially reminded me of games from that era. 
  • The end of race fanfares escalating was a nice touch. Making each one longer and grander really rewards the player for placing well in the race.

Cons:

  • The race music feels like it ends too early! I don't know how long that track actually is but it always feels like it end right when its finally finished building up and some complexity really kicks in. I was able to get one slow race to hear more but it still felt like it got cut off early.
  • The pre-race music (the one that plays while you're mutating) feels a little out of place to me when compared to the rest of the music. The 'twangy' aspects especially throw me off. I think they feel too 'fancy' compared to the other sounds used in other tracks.

 The music and sounds were overall well implemented and complemented the game well. Nice job!

Submitted

Yeah the issue of the length of the race theme really was that we couldn't really get the time to make a track that played the song. If you want, you can listen to the full track which actually has an outro on my portfolio https://isaacjupp.bandcamp.com/album/tunes-of-the-chip-variety the track is turtle race. I understand what you mean about the sound of the ranch theme. I am working on figuring out sound a bit more, but at the same time I do think it's possible to make a less coherent soundtrack that still feels like it fits and sounds amazing. For example, tracks in one chapter of deltarune can go from sounding possible to fit into a sega genesis game to a full 3 and a half minute uncompressed live recording of a jazz band. I really appreciate the feedback even if you don't have too much experience with music. Thank you very much.