It cut me off the moment I pressed submit vote. :(
Nonetheless, this was a really cool and unique concept, and I liked having to work with 2 different characters.
For a 3D game as well, this had very clean graphics.
Controls felt a bit floaty and unresponsive at times, but I understand that's very hard to achieve with 3D games.
Overall, this was well executed, and I think it'd be cool to see it explored a bit further. :)
AbnerSquared
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The procedural generation is pretty good given the time limit!
I like the overall idea that this game has.
I did notice a few things that could use some adjustments:
- I would personally increase the invincibility frames after getting hit just a bit (as getting stuck or moving into something pretty much guarantees death since it can hit you for so much at once)
- Some of the trap generation seemed to spawn above the floor on occasion, leading to pointless traps
As a whole though, this game has plenty of potential with a couple of adjustments (I like the guy's commentary as you move between levels)
This is really cool!
I love the level of ambition in this project.
The mechanics have a pretty cool concept to them, and I like that you also paired your alternate projectile as a teleporter!
My only complaint is that the controls feel a bit too clunky (there's too much lag time from when you press the button to when the action occurs), and movement feels floaty at times (takes too long to stop when you either get hit or deal damage)
Other than that, I think this is a very solid game. Nicely done. :)
Not a bad game!
(I couldn't get to experience that much sadly, as my computer seems to have an issue running most games in the browser)
There was a neat range of controls, and I like the void path idea.
There was a couple of things I noticed:
- Provide feedback to the chest when it gets hit
- Have the void path exclude already existing land (as well as make it the same vertical level as the other paths)
Otherwise, I liked the overall concept of this game, and I would love to see it be fleshed out just a bit more. :)
(and a downloadable .zip might also be a nice alternative to have alongside the play in browser)
I love the atmosphere that this game gives off!
I think that with a couple of adjustments, this could be a very cool game to play.
Here were some things I noticed:
- The tutorial button's default button text is still visible
- Diagonal movement is oddly slower than the rest of the movement
- Walking would be a nice addition (I was using diagonal movement as a substitute)
- The enemy chasing you should have a better audio and visual cue (the audio that was being used could easily be set based on the enemy's position and distance (quiet when further away, moves around left/right ear based on direction)
Overall though, this game has a really cool charm to it, and I'd love to see it get developed just a tad bit more. :)
Decent job! The presentation is really good (clean sprites, sounds).
The procedural generation works well, and everything is well-rounded.
I would say that enemies are a bit too overwhelming, and that skeletons spawn way too often for their toughness (it takes about 5 hits to kill one), which renders some levels straight up impossible.
Overall, this is pretty well-rounded.
This was pretty enjoyable! The controls were pretty clean, and movement was smooth.
The presentation was also pretty solid (I liked the little animated comic book introduction, it was pretty nice).
I noticed just one thing:
- I don't what caused it, but an error occurred with a specific room with a single summoner in the center, from which when I killed it, it crashed with an error I kept skipping
Otherwise, this is a pretty solid game. :)
Not bad! I liked the background music, and the sprites were decently drawn.
I only ran into a few issues:
- Maybe it was just me, but I felt the heart-shaped borders were a bit distracting (could make their colors a bit more dim, as to not take away from the important aspects of the UI)
- Water was a bit too difficult to come by on occasions, making it impossible to complete levels at times
Overall though, this represents a rogue-like game fairly well. Good job. :)
This absolutely nailed the rogue-like genre.
The gameplay is addictive, progression carries over across runs, and the scaling and world generation is on-point.
I would say that enemy scaling should definitely increase much sooner (it took until turn 1068 to start seeing them)
As a whole, this game came out very well given this was only 3 days.
(and I didn't know if this game used assets or not, since I couldn't find anything)
Pretty decent!
I like the idea of procedurally generated tower defense levels, and that can easily be expanded upon to make for some very interesting games.
There was only one issue I noticed, which was that whenever I would press play, it would just take me back to the menu after the transition was completed.
As for quality of life suggestions:
- Allow the ability to click on the skull to start a wave
- Display the cost and range of purchasing a new tower
- Include targeting priority for towers
- Specify what the upgrades change
Overall, this feels complete!
You can easily spice up this game by including new towers and enemies (could even have drops from the enemies that can enhance your towers to incorporate even more of a rogue-like feel)
Nicely done. :)
Solid presentation and concept.
Good pixel art paired with dynamic music is awesome.
The world generation and enemy spawns are well executed.
A couple of issues I noticed:
- You could accidentally skip over tutorial text if you repeatedly click on the same control, which runs into a bit of an issue where it cuts off in rapid bursts and then starts the game
- Emphasize the importance of land rockets (I know the tutorial brings it up, but I just thought it was a nifty inclusion when using them, as opposed to being a requirement to maneuver)
As for my suggestions:
- Possibly display objectives (I was able to find the pilot, but discovering energy sources threw me off [which I'm assuming was killing another large enemy])
- Adjust UI clarity (could be a small symbol or hover tooltip, but I was confused about what each one was at first for a short time)
- Display enemy health and attack range (if you want to keep those hidden, you could instead signify that they are low on health by showing their sprite as damaged or such)
- Include the ability to click the green ability and click for where it lands (drag and drop can stay for faster actions, but by including this as well, it makes it easier for players to use)
- Add key binds for each ability (it can just make gameplay much more accessible)
Overall, this is a pretty cool idea, and I could easily see this being explored a bit further!
(As a great example for a starting point, I would look at Into The Breach)
The core mechanic is a really interesting idea!
I did notice a couple of issues:
- It seems to be a layering issue, but some keys can get stuck once you drag them onto their respective safe zone
- Hitting edges with the corner of your skull can cause you to slide
- It seems like velocity carries over from your previous run (it should reset to 0 upon starting a new run)
I think that by simplifying the core mechanic and making it much more accessible, the gameplay would become much more enjoyable!
Here were some suggestions I had in mind:
Core Mechanic:
- Add a grace time that slows down the gameplay for a short amount of time when the menu appears (This can allow players to chain mechanic swapping to come up with some crazy combos, and can be held back a bit by decreasing grace time a bit as the player constantly opens and closes the menu)
- You could make it a pop-up menu that appears as you hold down right-click (or some other key)
- You could even make those starting keys adjustable as well, so the player can fine-tune it
- You also make control binding easier by allowing the player to hold down on any key they have, and to auto-bind to the first mechanic that they left-click on
* These are bit more drastic as suggestions:
- I think you should remove the limiting keys portion as a suggestion, as this forces players to get comfortable with bizarre controls over time
- I think that by allowing free-range of key binding, this can allow players to easily fine-tune how they want to play
Dashing:
- Allow players to hold down the key, and trigger the dash as the key is released
- Highlight the dashing distance when the key is held down (only for the first level so players can get comfortable with it)
Level Generation:
- Include unlockable mechanics within levels (start with a basic dash and movement)
- Include the ability to unlock additional mechanic slots
* There were a bit more ambitious:
- Increase enemy variations to add depth to handling mechanics (standing ground enemies, enemies that walk left and right, floating enemies that move up and down, enemies that are tougher to kill when you have more active mechanics)
- And if you were to add grace time, you could add enemies that move normally (or become vulnerable) only when the menu is open
I really do think this is a solid concept, and can easily become a lot cooler with some adjustments. :)
Not bad.
The energy of the game is captured well, but I would suggest reducing the amount of flashing lights with vivid colors a bit, and only start increasing with intensity as time runs out.
I would also suggest randomizing each new stage, as opposed to each new run to keep things fresh.
I do think that adjusting collision a bit would improve feel, as there were plenty of situations with one-way tunnels that would separate the civilians, which would make it harder to complete a level.
The controls threw me off for a second, so I would suggest having a temporary display of how to control the game to quickly teach new players.
This could become a much more enjoyable game with these adjustments to start! Good luck.
This is a cool way to try to design a rogue-like! I could tell that a lot of time was put into designing the paths.
However, I would suggest to randomize the scenarios to provide the feeling of a rogue-like. Although there is perma-death (although I didn't use them, I would disable quick-save and saving as a whole until randomness is included) and bad decision making, there seems to be a lack of procedural generation in any part of the story.
I think once that's included, this game would fit the limitation much better!
Overall, it's a pretty cool visual novel with plenty of branching already included!
and i won :)
This a very unique concept!
I know that with a bit of adjustment, it can easily become a pretty solid game.
As others have mentioned, I feel like an adjustment to the core mechanic of the game could use some work.
- Gameplay:
The first thing I've noticed is that it is very difficult to control the ball.
The first few things I would tweak would be the controls:
* I did notice that A and D can also move the player, while W cannot. Including W as well could make it easier for newer people to work with either controls (or to just remove A and D instead)
I would say the first step would be to reduce the "floaty" feeling that the ball has. Tightening the controls a little bit and making gravity a bit stronger (just a wee bit) can easily improve the feel.
You could also include an interactive main menu, so that the player gets used to the feel of the ball before starting their performance (could be considered the "rehearsal" before the gameplay as a cool idea)
A) You could easily incorporate a little bit of grace time in the air to adjust where you want to land, so that it's possible to aim or land on the far right platforms
B) Likewise, you could also make it so that the first words that you have to land on can only spawn as far as the ball can jump
- Visuals:
I will go ahead and say that the starting words on that background are clashing a little bit, making it a bit harder to clearly read the words. My suggestion would either be to add some outlines to make it stand out, or to change that base color.
I do see a lot of ways this game could go, but I think these fixing these main issues would improve the game substantially. Good luck out there! :)
The presentation is clean and controls on this game were very tight (it kind of reminds me of Hallow Knight). Nicely done!
My only concerns were that:
- If you die while shooting, your character remains shooting no matter what during the next run
- There is a wee bit of room repetition during the same run
Overall though, this is a solid all-around game!
An all-around polished game! The presentation is very good, and the gameplay is very interesting (I like the idea of capturing the enemies, as opposed to killing them).
I love the backtracking and permanence that was given to the game, which showcases your progress as you return back to the start.
My only few things that I felt could be adjusted was that the controls feel a bit floaty at times (which can be tedious at times whenever you have to walk back and forth between the recharge), and that the bubble shot should be registered on lifting the mouse, instead of when you press down on the mouse. :)
Not a bad concept!
There seemed to be a couple of issues with camera movement, but I like the idea of maintaining the trajectory of a comet into planets.
Likewise, I think a couple of additions and adjustments to the procedural world generation would assist greatly, as it feels more like an arcade game at the moment.
This is awesome! I love the idea of the shrinking light as you start to run out, as it adds a lot of tension to the system. :)
Likewise, the presentation of this game is awesome! The music fits well, and the atmosphere is definitely there.
*And as cricketHunter said, it's funny how similar are games were
Thanks! I'm glad you enjoyed the sense of scale. :^) I plan to fix a bit more of the map problems very soon, because there are some areas that aren't even accessible yet due to random errors that happen when saving over 100s of exit doors, that cause some to not be saved. Lastly, if I can count correctly, there is 16 endings as of now.
I enjoy the system and mechanics you have in the game. The art is also fairly clean and simple, which works very well. Out of everything, I think the soundtrack may have been my highlight of the visual/auditory experience, due to how catchy its tune was. If you need improvement tips, I would say to check some minor collision and enemy spawning code and as Binary stated, keep weapons permanently alongside randomized rooms of some sort. This is personal preference, but I believe it would help the game to have the timer paused after you complete a room, since it just feels clean in that manner, despite only being a few seconds extra. (Personal preference: if you enjoy having limited time, and whatever happens is on the player's behalf, it's perfectly fine that way.) Lastly, enemy variations may help keep the game interesting as the player continues to play for longer periods of time.
[The reason I state collision code, is because one the bottom left corner, while I was pushing upwards against the horizontal wall, it would teleport me to the top of that horizontal wall segment, which I found very odd.]
Overall, very well done. :^)
- AbnerSquared