I think that you were the only group that chose to work on a past project and I think that it really paid off. Since you already had the main mechanics from the previous project, you were able to really dive in and make it much more complicated. All the animations were super clean, it seemed like y'all imported an asset package or something, so shoutout to whoever designed them! My only form of critical feedback would be that some of the platforms were moving too fast for even the developers to jump onto, so I think slowing them down a little could ease the possible frustration that players feel.
ajosborn
Creator of
Recent community posts
I love the game and the trailer! The theme was super interesting, and I love the crossover between a combat game and a puzzle game. It adds a sense of urgency to each puzzle which I really enjoyed. It would have been nice to see a little more variety with the enemies but other than that the game was really well done!
I really enjoyed the graphics of your game. The animations were great and the backgrounds really fit the theme of the game. Having different player modes was also a nice addition to allow many different types of gamers to play your app. The transition screens were beautiful and I love that each different drop off site had a different scene, as you could have just made it simple and kept the drop off site on the map.
I had said this in class, but I really love games that allow the player to choose the course of action at pivotal points in the storyline. Some of the decisions that are made seem like there is no discrepancies between which is the "correct choice", so it would have been nice to see some more options that fell in the grey area. Also, in scenarios where you have to help someone, like the archeologist, it would be cool to see that the "correct" choice was actually the wrong one and has a negative impact on the game play.
I really love the game and the different terrains that you can play through. During the playthrough, it seemed like the spawn point for the zombies was fixed on the player at a certain point, so they kept spawning on top of each other, causing a huge cluster of enemies. I think a big thing with zombie related games is that they can sneak up on you. With the camera view however, you can see all zombies coming at all angles. One game with a similar camera perspective is Project Zomboid, but the zombies are only visible if they are in the players frame of reference (which direction they were standing in). I think that could really add to the gameplay, even if it is a harder setting that the user can select.
First, I love that the itch page matches the aesthetic of the game. I really enjoy puzzle games and color block stuff like this, so I can 110% see myself ordering this from the app store. One point that I would have to reiterate from class is the entrance/exit portals. It was confusing to tell which portal was for which. Also, since some of the colors on the screen are purely aesthetic for the first few levels, when they start working as portals it got a little confusing. Other than that, the mechanics seemed to work really well and each level got increasingly harder.
This was a really interesting approach to the assignment, considering a lot of the other groups chose a combat style game and I really enjoyed it. Having the enemies pick up food that you are near as opposed to just blocking your path might make some of the future levels more challenging. Having a UI that also displays the users hunger/satiation will make the storyline more cohesive instead of just displaying it as the score.
Its cool that the player is learning their storyline as you progress through the game. The constant updates keeps the player on track and develops the storyline in a more digestible way. The assets were great but it looked like the player was able to walk through a few of them during the playthrough.
In the future it might be cool to implement other characters and have some clues to throw off the player. Have them guess at the end when they think they gather enough clues to answer- the less clues gathered, the higher the score- kind of like the board game Clue.
The player asset was awesome and I love that the theme music had a dog barking in it. I think I agree though that the music itself does not match the overall theme of the game but its got to be hard to find any music with a dog barking in it.
I think the enemies could have matched the theme a little more, like a scary cat or something, but the AI for the enemies was developed well and I liked that the enemies stopped tracking after awhile. I know that during the beta testing the stairs were giving you some issues so it was nice to see that it all worked out, the camera tracking up the stairs was a nice touch.
This game was so impressive! Not only was the game design itself super developed but the storyline was well thought out as well, making for a great experience for the player. The enemies were the right level of difficulty, not making it impossible to beat, which I know my team had trouble achieving. I don't have much critical feedback besides reiterating feedback from class where the theme of the start/end scenes did not match the theme of the game itself.
I love the idea for this game. The enemy AI was perfect- the scope was so precise. The cops were not able to detect the other prisoners, so it would be interesting to see that added to imitate real life more. Maybe the cops can send the prisoners back to their cells if they get them and the player will need to break them out again.
The puzzle was a little confusing, it would have been nice to have a tutorial during the first play through. I love that the player uses a bomb to break out of the prison, but the timer was a little long and it seemed like you always got caught during the playthrough.
I really enjoyed the theme of this game, its a great movie and an interesting twist on how to battle your emotions. The storyline was really developed which clearly laid out the tasks for the levels. I already brought this up in class but a lot was happening when the text was writing from the center. The anger level was my favorite one, moving through the abandoned city gave me zombie apocalypse vibes. More enemies spawning from the exit as opposed to behind you might make the level more challenging instead of just waiting around for the timer to run out. Having a character model might enhance the story, letting the player design a character could also be an interesting component when battling the emotions.
Loved this game! The work put into the sprites is insane! The difference between the lives and the hearts could be a little confusing at first. Maybe changing the lives counter to the players face (like in Super Mario) it could fix the confusion a little more. The enemies are also great, I struggled with coding the movement of the enemies in our game so I might have to see how y'all did that haha. Also really enjoyed the tiles, it really ties the whole aesthetic of the game together.
I really enjoyed the concept of this game. The sprites are super detailed. One minor thing would be changing the players shirt to contrast the background. Only considering the last image where the player is closer to the pink in the sky. The enemies for this game were interesting and fun to see how each one would be combatted by the player.
I love the animations/sprites for this game. They are super developed for both the player and the enemies. Something minor with the sprites is that the shades of the player are light, same with the background. Darkening the hue more could make the player pop more like the enemies. Other than that all the levels and the music are super impressive! Great game!!!

