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binnalee

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A member registered Sep 06, 2021 · View creator page →

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agree!if we did not lose all the 3D assets in middle of dawn, you could’ve played it in an aesthetically pleasing environment 😭 we will improve the design part in the future. Thanks! 

I can relate to this concept and experiences I'm also a foreigner and did not understand English at all when I came to the US.  language is very powerful because it gives us clarity and connection. it makes sense to me the abstract illustration manifests your perception of the world in France and the puzzle-like communication experience that the game asset design well depicts the circumstances and the self. the artwork and player remind me of cubism.  in the second scene, I kept failing. is there an intention of failure for the experience? I expected to feel better gradually as you describe but didn't happen. for the language part, sounds could give players a powerful experience with mouth or eye moving animation in each experience that the player has to decipher. 

I like how you integrate the connection between human and marine life. the sound is great very calm and tranquil. then I Was thinking what if there are some sounds of water as you dive deeper. bubbles and breathing. that could evoke players more imaginations and a sense of connection to marine life as most of the people have swimming experience. I like your developed obstacles and the swimmer illustration. 

Impressive! the visual is powerful that keeps my attention even tho my eyes hurt. it might be less confusing if you have an introduction to guide players through the experience can be sounds or visual guidance, as you have a great sense of typography, with letters you could provide players some clues of the experience's goal.  

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this game is simple but powerful. IT conveys becoming you or building you through experiences. As a player, I want to say I had ambivalent feelings. One is that I kinda enjoyed the experience without prompts which well manifests your concept. on the contrary, I want prompts but somehow introspect, or something mysterious, that matches with your game experience and atmosphere. because words are powerful, that could guide the player to think a certain way. 

most challenging Player experience but very rewarding as you get better! It would be more engaging if you add storytelling with A MAP as your design is well visualized. By doing so players might be motivated to move up to the next levels browsing and navigating the landscape of the game on the map.   

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Beautiful design in both visual and play! Due to the spotlight, I became so curious about the environment kept touring when playing. I loved the scaled objects which enhance the fictional and fantasy experience. Coherent typography in the dialog and a navigation map of each level would elevate the game experience!  

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I love how you implemented meritocracy and capitalism aspects into your game. There are Significant symbolic and metaphorical elements of current issues which are well integrated. It would be more immersive if you visualize the rat's gradual mind changes through UI or transitional pages, such as dialog of contexts.  

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It is a cute idea bringing the famous places in NYC to the game. I like how you incorporate typography as part of game elements embarking the tour/journey of the city. For a cohesive visual experience, as you implemented the typography, I would stick to typography elements for the game's visual design in environment or interaction. For example, combining with the idea I suggested in class, you could trigger English popping up translating Chines beautifully aligned with the building designs while the player jumping around. Applying Graphic design's layer grid system in news papers to your game design would not only curate more aesthetically attractive game appearance also probably provide a space to be more creative with interesting player's behaviors and movements such as climbing or moving around between news paper grid spaces according to a storytelling. or, since you are taking a sort of magazine heading look, magazine style game design. so many possibilities with your fashion and design savvy.   

I think Princesswonka's journey concept and the infinity passage(level transfer) interaction are well connected. 

Yes, I agree, planning game interactions first will help you a lot of time according to concept and story. then you can start concrete visual design. that's what I have also learned most in recent days. A nice illustration and color scheme. in the game experience, I kinda liked the obstacles blocking my way to the key and door in level 1. then oh man... so hard to get out of the blocks! but keeps me attempting  

it is a cute idea, a black blob's exploration. the aesthetic part is beautifully done.  the blob moves very slow, then I thought, it is a blob! it should be slow. :D It would be fascinating to see in each level blob gets bigger! 

I would love to try your game! I'm imagining your game using demo pictures. the UI is a good idea as a clear goal for the player to play through. the branch-like shapes(sorry), I guess,  are moving obstacles ?! no way!! lol. it could generate a lot of tension to play! to just get a cookie?! Man, you are too tough on the player! I would love to feel the adrenaline.

I love the particle effect on poisons and doors that some animations give the player visual interaction and engagement while playing. I like the mouse animation in idle state and active state. the mouse keeps moving in idle, I thought, represents saliva active moment?! XD lol while the player consciously unconsciously figuring out which food and direction to get. then the mouse turns into an open state dashing towards food, feeling like saying "I NEED THAT FOOD!" I like how you set up the obstacles on the player's way to food that naturally give the player a feeling of accomplishment  

I felt " Too easy" at first then, it got graduallu difficult to escape each level because I became obsessed with obtaining all the goodies and the key on each level. then I realised I really liked this game because all the game objects are randomly put whenever I restarted the game. it made me continued to play. the music is sort of hypnotizing lol.  

I had a fun experience being a fly through this game because of the nice illustration and the obstacles and rewards you set up. I liked the open room experience as a fly lol instead of building walls that describes well fly's behavior, flying and carelessly bumping to foods and the killer plants. 

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well depicts one of the basic human psychological needs: relatedness into a mechanical girl and cat. the connection and relationship between Natalya and Pudding in this context are so crucial that I was able to engage in tasks. it is because you ushered the player well through narrative and the role-playing experience and The time constrain in this urgent situation which is a vital part to play this game I think. 

Yes, you have to watch Radiohead's If You Say The Word first before playing in order to fully enjoy this game. after watching the music video and playing a couple of times, I ponder of my everyday commute on public transportations when I worked, feeling numb and dragged out. nicely transfer the idea into the game! 

Oh boy, I think you touch a nice challenge level for the player to get motivated to play.  I had to so focus on playing this game because I do not want to die but complete it! I really wanted to get the car but it took me a while. navigating different ways according to the various obstacles, I think, keeps the player engaged. I wich I could do this.   

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the enemies freaked me out. so scared to be around that I only focused on running away from them lol at my first attempt. In my second play, I was waiting for the dawn to get away from the darkness. This means two things, first, you guys did a great job because I immersed myself into playing with fear and exhaustion, and second, the dawn would be a good option for you to consider for further development. because I really wanted the down coming.... somehow, the screen portion doesn't fit so I wasn't able to gauge my energy which made me more scared!

I played this game with grief in class and on my computer. it is great how you juxtapose the migrant's experience in the Mediterranean sea with Poseidone of Greek mythology. the nice satire illustration which I like. this role-playing experience gives me an opportunity to feel the migrants.  I thought it would be better if the UI font size is bigger so I could get the information quickly and clearly. 

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Yes! it was fun and anxious to play which you succeed in it because I have to try so hard to get away from Putin!  so As I mentioned in the class, it would be so cool if you add windows at an enticing level, lol a little higher than the player's eye level I guess, to guess and want to see what's going on the outside! colorful fumigation leaking into the cold and darkroom and protests or some wreaking sounds you can hear. 

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I enjoyed this game because it reminds me of my personal experience in a family crisis. well depicts the dynamics of human minds dealing with sadness and heartbroken experience.