Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Comment your game, and I will rate and give you my honest feedback

A topic by aturtl created 63 days ago Views: 352 Replies: 22
Viewing posts 1 to 9
Submitted (1 edit)

It's hard to play everyone's games and give detailed advice at the same time. I'd love to, but it would literally take days to get through 278 games. 

So if anyone has a game in need of rating, I'd be happy to offer my time and honest feedback. Let me know if there's any particular areas you'd want me to look at too.

Submitted (2 edits)

Hi, could you rate my game? I think people don't understand how the mutation system works, why I give them debuffs, or they don't even try to understand it

https://itch.io/jam/godot-wild-jam-94/rate/4698781

Submitted(+1)

Of course!

The debuffs are a nice twist to the mutations, but they feel a bit too common if someone doesn't understand how they work. I figured it out after a while; the higher Mutant Blood you have, the better chance of getting good mutations. It's not immediately inherent, however.

Emphasizing clarity would lead to a better experience for new players. Your game would benefit a lot from having a simple tutorial or altering the description to explain the mutations better.

I enjoyed it a lot more once I realized what I was doing. It's genuinely fun to play and the spritework is really nice.

Just remember to emphasize accessibility next time; prioritize the experience, because people can't enjoy your game if they don't know how to play it.

Submitted(+1)

Thanks, I'll keep that in mind

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

Good job on your first game! It has a really charming aesthetic and the game design is unique and fun.

The Gameplay

The resting mechanic is a nice limitation, although I felt it was a bit slow when the turtle could only move one tile at a time. This could be counteracted by having the turn automatically finish when the turtle uses up all their moves. But, I do like the option to skip your turn strategically.

Since most of the game is controlled on the keyboard, I feel like the Next Turn feature could have a key-bind as well. It would feel quicker and more intuitive than having to switch to the mouse.

With the amount of enemies, you could try to have them move faster. The skip button was a great time-saver, but the game should feel playable without having to skip as well.

(Really nice tutorial btw. Learning the controls wasn't hard for me at all)

Graphics

The flat tiles and textures fit the game's simple top-down style perfectly.

For consistency, you could try giving the pizza a black outline, as all the other important objects have one as well (the turtle and the robots). This would help symbolize that the pizza is important as well and make it stand out from background objects which have a less defined outline.

Music & Sound Design

The music does a nice job in matching the game's charm. It's an enjoyable melody, however, it's a little short. This can cause it to feel repetitive after a while, which can be a problem since it's the main backing track. You can try to fix this by patterning the melody into multiple motifs. There's a video that goes into depth about what makes Mario music sound catchy, and it might be a valuable watch if you're interested: https://www.youtube.com/watch?v=-x1kn0-HIO8

There could be a lot more sound effects too. Interface, environment, level completion, etc. As long as they fit into the game, they will add to the feeling of immersion.

Last thing

Please take my feedback with a grain of salt and do anything you would feel help your game better. It is only my subjective opinion after all. I'm looking forward to seeing more games from you and everyone else who worked on the project!

Submitted(+1)

Thank you for playing our game! Your feedback is incredibly helpful!


The Gameplay

We originally planned to have the turns end automatically, but in the end, we simply ran out of time. (As it was, at the last minute we discovered that, for some reason, the sound effects and music loops stopped working after exporting the game. I fixed that, but then the level transition system completely fell apart, even though the two systems were barely connected to each other.)


The key rebinding suggestion is a great idea, and we'll definitely make use of it in similar projects in the future.


We're also happy that the tutorial lived up to our expectations. (I might have a bit of an advantage here because I used to work on Minecraft adventure maps, where many beginners explained everything through text, which really hurt the gameplay experience. That's probably where I got the idea.)


Graphics


The artist thanks you for your advice. They only recently started creating this kind of artwork, and this was the first time they made something entirely on their own without following tutorials.


Music & Sound Design


We originally wanted to create the music and sound effects ourselves, but we ran out of time, so we downloaded them from Pixabay and did some editing in Audacity. (This was probably the better choice for the music, since neither of us has much musical talent. 馃槄)


We'll definitely check out the YouTube video—thanks!


(As for the sound effects, once again I can only say that we simply didn't have enough time. It also didn't help that we only had three afternoons and one morning to dedicate to the game.)


Last Thing


Of course, we know that you're human just like us, and everyone thinks and feels differently. Still, in my opinion, an outside perspective can evaluate something better than someone who is already emotionally attached to the game because they created it.


If all goes well, we'll participate in Godot Wild Jam #96, armed with the lessons we've learned from this jam. (So that we can make the exact same mistakes all over again... 馃槄)

Submitted (1 edit)

Glad I was able to help out! Good luck on your next games :)

Submitted

Hi, here is my game, I chose a unique interpretation of mutation. I would love to more feedback on the difficulty and parts  where one gets stuck at.
 

https://itch.io/jam/godot-wild-jam-94/rate/4684820

Submitted

I like the premise of your game; it's one of the most unique ones I've seen. I didn't expect to be deciphering Yiddish pronunciations for this game jam, haha.

For me, the difficulty stems from the lack of a tutorial. For one, it's not immediately understood that the words are written backwards as opposed to English. I feel like that should be explained first. It's also hard to find some of the symbols because they are hidden behind the menus of other symbols. The button in the bottom-left which changes how the symbols look could be explained as well (I have no idea what it means, but it helped me figure out the words easier).

Your audience is mostly going to be people who don't understand Yiddish, so taking the perspective of one who knows nothing about it would be a good approach for accessibility. 

Submitted

If you have time, I鈥檇 always welcome more feedback on mine: https://itch.io/jam/godot-wild-jam-94/rate/4697177

Submitted

I love the pixel art and UI! The hand animation is really cool lol. I know the cards are premade assets, but you incorporated them well into the atmosphere of your game.

The gameplay is well-thought-out and unique: I've never thought of a roguelike card game with mutations! Really creative!

Bonus points for having a tutorial for your combat system. It was slightly wordy though; I believe it would benefit from incorporating a show-not-tell mentality, where the player is guided through the game in a more-so visual manner. Think of PowerPoint presentations. The good ones balance their information with visual aid which helps maintain their audience's attention.

And try to make the tutorial re-playable too; it's a lot of information to remember!

Other areas of the game could benefit from a tutorial too. The high-or-lows act as their own tutorial, so those are fine.

Submitted(+1)

Needing to tutorialize better seems to be a running theme in my comments, lol. Definitely need to work on that. Thank you for your praise, though! I鈥檓 honestly surprised anyone likes my pixel art. Thanks for your review!

Submitted

I鈥檇 be glad to receive some feedback on my game :)
https://gottver.itch.io/mutagen-aquarium

Submitted

What a lovely game! Just taking care of my fishes! :)

The fish swim very smoothly, I like how they propel themselves and gradually slow down, like how one would expect a fish to move.

I genuinely just had a really fun time playing this game. It's one of my favorites so far. I quite enjoyed the chaos of spawning as many fish as humanly possible and becoming incredulously rich.

Fun surprises too! Like I did not expect a cat paw to come out of the middle of nowhere and abduct one of my poor fish

Kind of wish my fish visibly showed what their mutations were, but it's absolutely understandable if you didn't have enough time to incorporate that.

Sound design's really good too. The occasional bubble sounds, the fish splashing into the water, the muted menu sounds; it all adds to the immersion that I'm just watching fish in an aquarium. It's pretty relaxing.

Submitted(+1)

Thank you for your time and for your feedback! I鈥檓 glad you enjoyed it :)

Submitted

I made the music for this game.

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

Submitted

Hi, since you did the music, I'll try to focus on that as well.

Music

You did a really good job on the music! It all feels like it fits into the game and the atmospheres of the different settings.

The title music brings imminent energy and genuinely has a really catchy melody. Exactly what you would want for a game with such a fun and chaotic concept. The yard music is more toned down and calming. It feels thoughtful, complimenting how the player would be strategizing for the next race. The racing music is upbeat: feels like it's building up in anticipation for the finish line. And finally, the race completion. Heightened cheeriness which leads to a calm, silly, ragtime-y feeling. It contains the mood but acknowledges that the race is over.

All-in-all, the music was really good at encapsulating the feelings of all the environments, masterfully done.

Now for sound design as a whole: the game would really benefit from having sound effects. They don't have to overpower the music, but they can work hand-in-hand with it to make the game feel more alive. Menu buttons, environment, running, mutations, or anything else.

The rest of the game

I really like the gameplay: it reminds me of a mix of Umamusume and Duck Life. 

The charming interfaces, music, character names, and pixel art really adds to the simple, cheery vibe. It makes me smile. Cheetah Champ is genuinely such a champ lol.

The buttons could be more interactive. Sound effects and motions are the answer. The motions don't have to be too fancy and could even be a static animation, but anything to make the game feel more interactive. The menus could subtly appear too rather than instantaneously. Motion helps bring attention to the fact that something changed. Sound effects reinforce it.

I also feel like the buttons should be consistent, and the Start Race button shouldn't be hidden under View Racers: it should be it's own button. Like the Experiment button turns into a Return button, so I expected that the View Racers button would do the same.

But still, really lovable game! I'd love to see what projects y'all work on in the future!

Submitted(+1)

Thanks for your feedback. There are sound effects, maybe there needs to be a bit more focus on making them stand out. Anyway, thank you for your time

Submitted

Phew, okay. I got through them all.

If anyone else has a game, please know I might not be able to review it before the jam ends. But if you just want feedback, feel free to post here anyways. I'll get to it eventually. I honestly love just analyzing game design. And if it helps someone out, that's a plus!

Submitted

This is my first submitted jam and my experience with jam is not that great.

Here is my game: D.A.E by LoopLens

Submitted

Hi, your game has really cool mechanics. Congratulations on your first jam! I really like the idea of transferring object properties to others. It's a fun idea, and you should definitely keep it in mind for future projects.

I struggled with the controls at first, and I noticed other people had the same issue.

At the main menu, my instinct was to click the buttons with my mouse. I quickly realized it was arrow controls. I also had to cycle through universal key-binds for confirmation, like Z and shift. Listing controls for the menu would've been really helpful and have avoided any initial confusion.

For the actual game, the controls also felt a bit unintuitive. For mouse controls, the norm is usually to pair it with WASD for movement. This makes it easier to press other keys and feels more balanced (so you don't have to juggle to the controls from the arrow keys). Also, it would make a lot of sense to use right and left clicks for extract/insert, as those are actions mostly paired with moving the mouse.

With the 1 key especially, it felt like I was moving my hands all over my keyboard.

Also, indicators would help the player experience a lot. The focus of the game should be the interesting mechanics, not trying to figure out what's a wall and what's an entrance. For telling people where a new room is present, you could use subtle indicators like hanging ledges, particles, a change in color, or anything else you can think of. And for the attachment mechanic, try using a hook to tell players they can latch onto it.

I also got soft-locked several times. Once in the main menu credits, and another time when I was trying to cross the bridge and accidentally extracted the object below me. It didn't go back into my inventory, so I was just stuck. Play testers would have helped a lot in this regard, as they can be notorious for finding the most bizarre bugs you could never think of.

Genuinely though, you had amazing ideas for this project. It seems like you bit off more than you could chew, but you did a lot as a solo developer! With more time, you probably could have made a friendlier player experience too.

Try to focus on the player next time, as the player is what enables the experience.

Anyways, good luck with your future game jams!

Submitted

Thanks for your feed back.