The game is cute and very greatly straightforward. I like the arcade high score goal but it does allow no punishment for missing slimes so the game can go forever. However, losing is great as for retrying is instant and easy to do. The artwork is very well creative and fitting for the theme and the gameplay is super smooth! Sometimes slimes can spawn outside of the screen bounds so adding a bounce if a slime hits the left or right limits would make the game even more amazing as then the slimes would look funny hitting the ends!
Artiphite
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I think I see the idea of the game but it is tough to play as clicking outside of the character causes an issue of not being able to move the character sprite. However the use of the physics is great and I can imagine an improvement where more dodgeballs spawn after a short time. The results of the game as well is not in the screen properly.
A classic tribute game to past space arcade games, which are a ton of fun! And also fitting for a mobile device as tapping and shooting while holding down input. My only small improvements that I can offer are instead of a points for health it can be say 3/3 integers rather than a health pool number. The score goal as well is great to have as an arcade high score goal but an ending of some sort would be great too or to allow a scalable spawn of enemies or even a boss! Overall a great experience!
A short but sweet experience, it was unclear at first what orientation was ideal but after setting it to iPhone it worked nicely. I do like the speed of the stars but can feel a bit fast at times. Overall a great game and I greatly enjoy how the artwork is fitting for the game and the UI for the title, in game, and results screen!
A very cute and cool game concept! It gives me a more open spaced version of PacMan with collecting swords to be able to attack. A simple game however as there is only a standard enemy and what seems is a boss and different weapon pickups like a bow or axe too would give great variety and decisions for moment to moment gameplay. Perfect controls for a mobile game as all the player needs to do is tap. Solid foundation that would be great to continue outside of class!
A solid experience and I see the vision with the game. I appreciate greatly the rotation speed and music sliders, however they do not transition between levels. I enjoy greatly that level 2 did not need enemies to slay and level 3 does as its a great switch up from the objective. In addition, if the enemies are using navmesh some wander into the wall, I had trouble myself trying this with some enemies and its due to physics collisions overriding the navmesh. Great game and really appreciate the RWBY cover music!
Nailed it right on the Doom-like feel in every single aspect! From the UI, movement, sound, and even level design as it complements the run and gun ideals of a Doom-like. As mentioned by others, the enemies and their design are great but for sure projectiles with travel time is the way to go for better damage feedback, however the health and player flinch does mitigate this issue. Overall would love to see more to this as its an amazing foundation and great to continue on!
Yoto is a great surprising experience. I love it when the enemy can do the exact same as the player to give a more challenging playing field. As well as the enemies can also pick up and rush down the player the same way you can!
I did notice however that there is no quit button or pressing ESC for a menu during gameplay, and the tossing of the red cube can be inconsistent, although that seems intentional and possibly due to Unity's odd physics.
Excellent and classic take on RollaBall to take to the next level! The map design is perfect for the game as the obstacles are not troublesome or annoying and plenty are placed to keep the player active. I notice that when the game is paused the ball continues to move however. Other than that, I didn't find any other bugs and enjoyed the saved times to continue able to challenge myself in runs!
