- Game: “Banana Rescue”
- Developer: Emile (Itch.io Creator Name: emile_Rabinovich)
- Playtester: Amanda Garny
- Date & Time: Friday, October 9, 2026
- Version: Final Version
- Build: I played the WebGL build in-browser on itch.io.
- Play Sessions: 2 playthroughs, completing each level. ~15 minutes per playthrough.
- Positive: (1) The visuals were great, your models came out well as did your textures. I like how not only were there different levels with increasing difficulty, but each had a lot of variation from the last, including introducing new features in later levels (I especially liked your work on the geysers). (2) My favorite aspect of your game is how once completed, that level earns a star next to it in the level menu to mark it as completed. This also persists if you keep other levels, quit a level, go back to the main menu - it only goes away if you refresh the whole browser page. Having the restart button in the level end screen prevents losing these stars as well (good forethought).
- Suggestions: (1) I think your texture and material work was very good, one of my only suggestions is to maybe scale up the lava texture a little bit. It can be a little hard on the eyes after looking at it for an extended period of time, and having larger consistent blocks of color (rocks in the lava will be larger if the pattern is scaled up) as opposed to a brighter, more intricate texture could help with that. (2) I also think slowing the final set of platforms down on level 1 could be beneficial. With the character’s movement being so light, it made it difficult to land on a platform far enough/fast enough to actually make progress. Slowing these down ever so slightly could compensate for how floaty the player’s movement is, giving them a bit of an easier time on that last section (as it is only level one - I personally struggled with this final section of level one than I did in the entirety of the higher levels, although that could also be due to player error).
- Major Issues: I did not notice any major game-breaking issues.
- Notes: N/A (Listed above)
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- Game: “Break Rhythm”
- Developer: Mason (Itch.io Creator Name: Klunk06)
- Playtester: Amanda Garny
- Date & Time: Friday, October 9, 2026
- Version: Final Version
- Build: I played the WebGL build in-browser on itch.io.
- Play Sessions: 5 Play Sessions, roughly 27-36 seconds each (shortest/longest runs).
- Positive: (1) I personally like how the colors of the arrows and balls are the same on each side of the screen, and the background colors are similar enough to not be distracting but different enough to still feel a clear distinction between both sides. I appreciate not losing points for balls falling past the bar, as a new ball is spawned with each arrow hit. (2) I also like the information the end screen provides: Win/Lose, Score, Missed Arrows, Time, as well as a restart option without refreshing the page. I also like how the balls spawned on the left side appear to leave the bar at a randomized angle, it gives some more variation rather than if they all just shot straight forward.
- Suggestions: (1) It seems as though the “Time to Beat” only records the time from that run, I tested this by letting a game run extra long after achieving 27 seconds. The subsequent run came in at 51 seconds. I think perhaps changing the text to simply “Time:” or coding the game to retain your lowest score in the session without refreshing the page could make this more clear. (2) As this game is a “DDR/Atari Breakout hybrid”, I also think it could be interesting to add some kind of point system with the arrows, such as bonus points for “Perfect” arrow hits, slightly less for “Great”, baseline for “Good”, etc. This could add some more variation to top scores, making a high/perfect score more coveted.
- Major Issues: I did not notice any major issues.
- Notes: N/A (Listed above)
- Game: "Maze Game"
- Developer: Onyx (Itch.io Creator Name: onyxwuzhere)
- Playtester: Amanda Garny
- Date & Time: Friday, October 9, 2026
- Version: It is listed as “Released” on itch, likely a final version.
- Build: I played the WebGL build in-browser on itch.io.
- Play Sessions: Played about 10 times, time varying from 10-25 seconds.
- Positive: (1) I like the visuals of the game, the player and objectives are very clear/easy to see. They don’t blend into the background and they aren’t difficult to find (especially good since this game is a race against the clock). (2) I also like how the positions of the cubes are randomized every game, that way you can’t just memorize a path to get to them.
- Suggestions: (1) Speaking of randomizing, a randomized maze path could be interesting as well. Maybe not fully random pathing, but it could randomly select one of a few premade maps. Or, there could be larger/more difficult maps with different time limits, unlocked once you beat the easier levels. (2) I also think it’s not especially clear when the time runs out, maybe some sort of “Time’s Up!” popup could be added instead of just changing the time text in the bottom left. An end screen with a high score for your session and a restart button to avoid refreshing the page every time could be helpful too.
- Major Issues: I didn’t see any major issues, maybe a minor issue with the player object seemingly getting stuck on invisible walls sometimes, but that could have been player error.
- Notes: N/A (Listed above)