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MARLYZ REVIEW:

The prototype looks very good; it creates a curious feeling in the user.

VISUALLY

*Background and buttons:

  • I really like the background; it is evident in the effort you put into it, making me want to know more about it. The shapes of the tree, roots, river, and sand create a great natural environment, giving the user a fantastic first impression of the game.
  • The animation of the light coming from the tree creates curiosity about the game.
  • The round shapes on the corner of the button create a visual contrast that attracts instant attention; 
  • The white background and orange buttons are well thought out for users. However, I would use a different color for the buttons when the user clicks them to make the feedback more evident.
  • The fact that the play button is bigger than the others guides the user directly to try the game and start playing.
  • In Jordan's Scene, the buttons for the movement are very intuitive. However, the next button doesn't work and can confuse the user. 
  • I also would use another symbol for rotation, like a round arrow, so the user can understand what it is for,
  • The scrollbars work well, create a purpose for the game, and make it more realistic; I would put text above each one so the user can understand which one is for what. What are water, sun, and nutrients?
  • The + and - button isn't very intuitive, but the game's instructions explain the goal and the buttons of the game.
  • The instructions are good and clear about the purpose of the game and how to interact with it.
  • The credits option works well; it is good to have this information.
  • The options button goes to an empty screen.

*FONT

The font is easy to read, but it could be something more creative or different similar to the fonts usually used for games.

*USER'S FEELING

The user is well guided through different scenes with the buttons so that it will build confidence in the game and security in playing.

*USER FEEDBACK

  • Changing the scene when users click gives instant feedback and drives them to continue in the game.
  • Changing color once the cursor is on the button and changing again if there is a click helps the user understand and confirm the option they choose.
  • The actions followed by the click on Jordan's Scene reinforce the interaction with the user.
  • The score in the corner of the screen and the message encourage the user to keep playing

*THE GOAL FOR THE USER

  • Reading the instruction, the user understands that the correct amount of each element, water, nutrients, and sun must be used to make the mangrove grow.
  • The buttons help the user to get to the goal and change the size and position of the object.
  • Without reading the instructions is hard to identify how the game works.