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(1 edit) (+1)

The game is now indexed, btw.

Take the game critique with a grain of salt, knowing these things: I have outgrown old style rpg games. I dislike pixel art. I am not a fan of whatever genre that prototype is. Not sure how to call it. Action rpg or something. And I am not particularily fond of turtles; maybe it's the beady eyes or trauma from playing mario kart. Games I like include Baba Is You, Monster Train, Darkest Dungeon, Thea the Awakening and Backpack Hero, to name a few indie and smaller titles. So your finished game would most likely not be my cup of tea.

Your page is a huge improvement. You can almost get away with having no description because of the screenshots. And unlike the web export, the download version works. It's a bit huge for what it does, but that kind of optimization is another discussion.

All the bells and whistles and polishing is of course missing, but that's a prototype. That kind of game would do as a short jam game.

Perspective is odd. When the game finished, it zoomed out to some more interesting perspective while I was still able to walk around, so the engine could do it. It's a design choice, but I would not be happy with such a zoomed in view (then again, read above how I dislike such old style action rpg).

The shell mechanic was kinda pointless. But I did not experiment a lot with it. Running away as a concept, is far better than bunkering down and waiting for the enemy to give up. Which is the strategy of an actual turtle.

If I were such a fighter turtle, I probably would do things like retracting my head and ramming enemies. Or leap in the air, twist and land backside first on the enemy, bouncing back, flipping back and landing on my feet. I would call it the revenge slam. Revenge for all those turtles that have been jumped on in various games.

As a tech demo to tell your story, ok, but as a standalone game, meh. One can imagine a spectrum between action type games and thinking type games. Maybe even a third axis for story. Yeah, I am sticking with axis, like a 3d diagram. The theory goes, you need to cover a bit of volume to make a game interesting. And this is super hard, if you only put your game's point on one axis. Can be done of course. A book only has story and people buy those. People play racing games and that is mostly mechanics/action. And people like wordle and sudoku, which is only thinking. But imagine a story unfolding while you need to solve puzzles and even do some fighting. Games are a complex medium after all.

You can add things like music and eye candy as another dimension, or view the topic another way, like adding spices to  food. You typically need several of those or a very strong one, to have a tasty dish. (And it's possible to have too many spices. There's actually a name for that in software. Feature creep.)

Your prototype currently focuses on action mechanic and music. There is no thinking or puzzle solving involved. And the story is stop the evildoers. Collect some diamonds. I would need a lot of eye and ear candy and other bells and whistles to play such a game. But as I said, not my cup of tea.

(+1)

Ok, cool, well thanks for trying it :)   In the end, I hope to show that not all turtles are bad, lol!   Take that Mario!!