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BlankShade

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A member registered Nov 08, 2019 · View creator page →

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Hello, just a stranger browsing the game jam page!

I hope you had a great time working on (presumably) your first game. Maybe you don't think what you achieved is impressive, but there are quite some elements that I enjoyed. Firstly, I like the way you choose to implement the theme. Taking these specific stories meant that it would be difficult to find pre made art, but you stuck with the decision. I also like the fact you didn't choose the most obvious stories (I hadn't heard of Kolobok before this.)

The controls are still rudimentary, but there are some surprising things you did implement that many people wouldn't have. I was impressed with the snap-on you have when just barely reaching the top of an obstacle. I know from experience that those can be a pain to get right, and although there are a few unintended side effects, it works great. Each time I jump into the top of the block, it snaps without feeling clunky. For the rest of the movement, you would have to go in depth on what game developers do to make games such as Celest feel so good to traverse. I suggest https://gmtk.itch.io/platformer-toolkit for an in depth look at all those elements.

And lastly but not least, you have a quit button. You won't believe how many game jam games forget it. It's not surprising, since in the editor and when you built for web, it's not necessary. And (on windows) you can always press alt+f4 to force quit a program. But being required to do that always feels very unprofessional, and that you avoided by remembering to implement it.

If you want to improve the game more, I would also look at implementing a music manager. If you don't want to figure it all out yourself, there are free tools available in the Unity Store that can make the process easier. This would allow you to have the background music play through a scene transition, and not have it restart each time. That is something you have to watch out for. Your game was short enough that it wasn't an issue, but in longer game poorly implemented music can make the game a lot worse. Repetitive music can become grating, and people will quit playing your game out of annoyance. So that is something to watch out for.

I hope you can make good use of my comments, and have lots more fun programming games in the future!

I'm pleasantly surprised by the visuals. You made good use of the shaders to add life to the minimalistic design. I'm gonna go in depth on what I see as the shortcomings of the game, and I'll be quite harsh on the music. But the base of the game is good. The collisions are good, the sound effects are good, everything works. And now the enemy speed is a lot better then in the previous version. What you have already made is a fully complete game and on the whole a well made game (besides the music). I don't want to come across as saying you ought to have done better, but these things below were the honest thoughts I had while playing the game. I hope you can make good use of them.

The game is still quite difficult. I think one reason is that the comparison with flappy bird gives the wrong expectations. In that game, there is an (almost) fixed jump. Regardless of your motion, you will snap to move at a certain speed and direction. That gives the player the ability to easily understand what the effect of their input will be on whether they loose or win. You hit the pipe, because you pressed at the wrong time.

In comparison, in the game it feels like there is a impulse applied to the player dependent on where on the screen you are. If you are closer to a wall, its force feels stronger then the opposite wall. This means that the buttons feel inconsistent, especially since there is no precise position. It's for example impossible to keep the block about steady, like it is possible to keep flappy bird about the same height by tapping in a certain rhythm. This may be intended as you want the player to weave in between the blocks. But for that you have very little ways to course correct. If you have even a little speed left while you are right (before score 10), then the effect of pressing right is so miniscule, you can no longer prevent yourself from crashing. This feels way to punishing to play. The only way I can consistently reach 10+ points, is if I actively limit my speed. This doesn't feel that nice to play, especially because of the inconsistency. Sometimes I slow down a little, sometimes a lot. Sometimes pressing a direction has a big impact, sometimes a little. The physics is probably completely correct, but it doesn't feel good to control, it feels annoying and finicky, like how these kind of force based systems usually are in real life. If you want to develop this further, I would focus on making the physics less realistic, such that it feels better to control.

When the 10 points switch happens, it feel underwhelming. It's difficult to notice the controls difference, since pressing left still moves you left. And since I usually play with trying to limit the speed with inconsistent feeling controls, I internalized the change by just reacting to this new inconsistency, like I reacted to the other inconsistencies. To reiterate, it's not that the physics is wrong that makes it feel inconsistent, but what you developed is inherently a chaotic system. And when the goal of a game is to control a chaotic physics system, the main reaction will be that it behaves inconsistently. Imagine a game where you have to make sure a double pendulum swings a certain way, while only being allowed to make small adjustments. That would probably be a very frustrating game to play. There is also the problem that when you get close to a wall in this mode, it's already game over, since the other wall is not strong enough to overcome the gravity.

The music is also questionable. The main theme music is not bad, but it's way more sinister then I would expect to hear from going with the ebb and flow. It also might be better to make it less loud. But the game music is really bad, and that is all because of how it starts. The starting tones are obnoxious and loop for way too long. Maybe it gets better later on, and it's good to have progression in the background music while playing. But it takes six points for one more note to be added. Most people will not reach the six points for many games as they try to get used to the controls. Around that time, I suspect most people will be so sick of the music that they will give up on the game. They will probably believe that the intro is the entire song. I suggest focusing on that part first.

The main screen does have some WebGL fuckery, which makes the play button not light up properly. I think it has something to do with whether the game is in focus. When the game is not in focus (i.e. you still need to click on it to enable inputs) and you hover over the play button, it doesn't light up. When you then click on the play button, it loads the game, and after you die, the play button still doesn't light up when you hover. Only when you click somewhere else does hovering over the play button light up.

Even though it might just be out of your hands why it behaves like that, it does come off as an poorly designed UI element, which is a shame. Also, when the hovering does work, you see the effective size of the play button, which feels oddly large for a computer game. And it's weird that the controls are so transparent it can be difficult to read which keys they are. Maybe have them also light up as you hover over them, if you want to keep the transparent aesthetic, but I would suggest making all the text per default more readable.

Thank you for asking for more feedback. I had quite a lot of fun writing this out.

I really liked the game, but quite some nit picks.

  • Standing around waiting for the hunters to get scared got a bit tedious near the end.
  • The 'bruh' sound effect when the hunters recognize the ghost (although hilarious) does not fit.
  • The noticed ghost meter was randomly interrupted, and you had to re scare them from zero again (might be intentional, but didn't play that well.)
  • One time there were no tasks for the hunters, yet I didn't loose. When one hunter went to turn on the generator (which was off), after he was done the task turn on the generator appeared twice on the list.
  • Sometimes the hunters take a really roundabout route when escaping. Even one ran up the stairs, to go down the other stairs. Another one ran through the broken down door on the terrace (which you as a ghost weirdly cannot go through.)
  • This last part is especially annoying when the last hunter is escaping, and there is nothing for you to do but wait. A bit is warranted, to celebrate in your victory, but it got too long multiple times.
  • Also the WebGL version had so much lag it was unplayable. Fortunately the downloaded version worked just fine.

But overall,  amazing game, amazing work for 48 hours!

I liked the idea, but there are a lot of design decisions that hold the game back. The timer on the shooting does not mix well with the puzzle aspect of the game. In the time you get, you first have to notice which ways the lasers shoot (which is made unintuitive, since the wizard is not the origin, but the tile in front of it); then you have to puzzle out how you can hit every target; and then you have to position yourself to the right spot. If you could retry a level immediately, then this difficulty could have been manageable (still not good, as you are almost required to fail before you can succeed.) But now you get booted back to the very start, which is needlessly punishing. This made me not get past the fourth puzzle, since I failed it three times, and then gave up.

On the good site the art is quite nice and the music is good. The lack of sound effects is quite noticeable, and would improve the feeling quite a lot. Also one time I passed a level while one enemy was still alive, but I couldn't reproduce it.

Still, keep up the good work!

I have to say, this is quite an overwhelming game. I liked the idea of having a 48s game timer, but it would be nice if you can spend some time enjoying the final result. I still have no real idea how I did, or what the choice as preparation does, as those might benefit from not having any time issue. There is also much flavor text that you don't have the time to read, which seems like a waste. Especially that sometimes it's not flavor text but explaining what the card does. It also got quite annoying that I had to drag from one end of the screen to another, as well as get stuck not being able to play another card since the ones given didn't fit while I had already run out of rerolls.

Overall still a good achievement!

I quite liked the art style and the music, and after I got used to it, I liked the flow of the two different gameplay components. But the crystal system was poorly implemented. After playing for 200 seconds, I only had 10 crystals. To get to the first permanent upgrade would approach ten minutes. The game does not have that much playability, with four enemies and only two powerups (it seems that you count the heal as a powerup, which I wouldn't.) This meant that I'm unable to experience that part of the game you designed, which is a shame.

Also a small annoyance, when the Ying Yang hits you, you are sometimes hit again, extending the stun penalty unfairly, since at that point you can no longer dodge.

I really liked the art style, but think it got to difficult at the end. Good work overall!

I liked it a lot in the begin, but after a while there was little new happening. It's weird that frogs can go for lily pads that are already occupied. Also, the cars are not balanced for their cost. Love the sound of the race car.

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Liked the idea, but the shear amount of very little happening made me put it down. Your reaction to the other comment makes it seem like that's intended, and I'm not gonna say its not a valid thing to make. But its a huge gamble, since most players playing the game will have expectations to which your game does not live up to, and thus be left disappointed by it. Myself included.

But that beside, the visuals and creativity were excellent. I would love to see the art style used in the opening credit be developed upon.

Fun idea. Maybe the game was bugged, but there didn't seem to be much difference between pull and push (I expected the controls to have opposite effects, but they didn't.) Also, I would suggest having a higher starting speed of the enemies, or else have it ramp up faster.

Very well done, especially for 8 hours. (Not sure what you mean with 'I have the health', spending 8 hours on a game shouldn't be too bad for you, just make sure you eat and drink). Only criticism is that sometimes the hammer begins slamming way too soon, and even if the mole is gone when the hammer hits the hole, you get a game over.

I'm afraid the game is too simple and too short, which is a shame. The art is really cute and vibrant, would loved to have been able to play longer.

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I would say your underselling yourself when you say its unfinished. There are probably tons of things you wished you could have added, but there is nothing unfinished from a players perspective. Things such as highscores are nice to have, but not necessary, especially for a game jam game. Great work!

Good idea to also add the puzzles, because the classic mode can easily give you rubbish moves and tiles to work with. Also smart to have higher value tiles appear, to make the classic game shorter for the game jam.

I liked the idea, but with how slow the king moves, its not a game I want to optimize. But then there is little else to go for, unfotunately.

I like the idea, and the game is well made, but the implementation felt too close to just a regular shmup. The power ups did not feel much like a bullet hell to me. Also, after seeing what the first powerup did, it took 90 seconds before the second one spawned, which was way too long.

It's a courageous move to have the start button close the game. I wonder how many people thought, "that's a shame... Let's move to the next one."

I really enjoyed the game. The tasks and the aiding was well designed and well implemented. The only weird design is that there are multiple pieces of meat on the table, the leg and the steak, but only one counted. Got stuck on that for quite some time. Also, I intuitively read first carrot, then tomato, then chicken, so that hampered me too.

There were some bugs. A piece of clothing that kept hanging to my hand, and the hitboxes for the flowers were a bit wonky. Also, the only way the final cinematic triggered for me was when I was in a task view, and not when the camp was in view.

But congrats on a well made game.

Fun little game. I have some suggestions. The first level with the double bounce pad seems to need way more precise and quick placement to win then the rest of the levels. And maybe make sure that the game isn't so small, or else scales when you scale the screen. Lastly, the play button has weird hitboxes when changing the aspects ration, unlike the quit button.

I quite liked the game. The player management is a good approach, and the gold is a creative solution I don't think I would have come up with. I 

I do have a few notes. You can't see the current aspects that effect the player, so it's unclear whether new aspects are actually an improvement. (Or if everything stacks, then that is not communicated clearly.) Some of the weapons swing ridiculously fast, meaning that the fixed damage increases are way stronger then the rest. Also some small things. There are also a few typos in the tutorial, and the restart game at the end when you win says game over instead of something like you win, and the restart button doesn't remove the game over window. (It's also a pet peeve of mine when people say yes to the music question in a game without sound... -_-)

I quite liked the game a lot. Music is good, and the effects have great impact.

The upgrading ship was quite a good hook to put some urgency on the side of the player. I do think that the ship starts out to strong, as almost the instance you place an asteroid it gets shot down. This pushes the player to grind for upgrades, which puts the awkward nature of the two buttons to the front spot. I don't see a good reason to have to click to queue up an asteroid. It's technically a reaction challenge, but it leads to the obvious strategy of spamming the queue key. It's not that interesting, so I would just have the queue trigger automatically. Then you also don't need to both press the shoot button and click on the screen to launch an asteroid.

Also, I eventually won because the ship failed its targeting, which was surprising. I have no idea how I did it, but it kept happening every so often, eventually destroying the ship. That was unfortunately a bit anticlimactic. 

A suggestion, right now there seems to be no reason to not shoot from right up the red circle. Maybe you can have further boulders built up speed, such that they go faster when they do eventually reach the red circle.

I would suggest you increase the movement speed, as the character is quite slow. For the rest it was a nice little experience, but the control flipping added little, and feels quite shallow as it comes to the game jam theme.

I liked the idea a lot, but its a bit slow. You have to wait a long time for your summons to reach the other side, while you just wait. It also could have been better if you had more information about the units you send, other then name. I still have no idea what the spy does.

But nice work non the less.

I think the game could have been improved a lot if the ghost didn't move so slow. And I don't know how, but I managed to miss all three objects until there were only 20 pips left.

I really like the controls when sliding around on the mop. It is nicely difficult. It does feel wrong that the movement before the mop is also quite slippery. Also it feels inconsistent how much of a circle needs to be cleaned before it counts. But that doesn't detract much from the rest of the game!

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I loved the hectic music, and was in for an hectic game. To that the escape mini game felt really slow, forcing you to wait. Besides that, really well done. Also the art is really nice.

I quite liked it, but the game did get repetitive, as the different enemy types don't add much variety to the game play experience.

Quite fun, but way way way too difficult. Especially for a game jam game. The rule of thumb, if you as a designer can do it easily, then it might be the right difficulty for the player.

The map was way to big for the game, and on level two I couldn't find any enemies. There also didn't seem much reason to switch unfortunately, as I didn't see any difference.

The polish is quite rough, which is unfortunate, since I quite like the idea of having to balance a tower defense such that they are only barely killed. To that end, it would have been nice if the mouse side had more meaningful options. The two felt underwhelming.

Amazing audio, amazing art. Gameplay is fun, but there is little reason not to just focus on keeping one vegetable alive, and letting the others fall down the wayside.

I liked the idea, but there are a few things that hold me back. Not knowing what the controls were was confusing.  I seem to have little control over whether a lot of people die the first day, since you don't have enough to defend from everywhere. And the movement speed is too slow to get anywhere. This all made it difficult to get past day one without dying of starvation or something else.

I liked the theme, and the character art. I'm a bit disappointed by the gameplay, as it is not that interesting, to be honest. Sometimes it even feels a bit unfair when the asked for word is barely visible.

I liked the theme, especially the putting cats back in trees. The gameplay was also high quality. The puzzles did get repetitive, having not much different solutions between 11-16. 

It's a shame that the cards seem to work inconsistent. For the life of me I cannot figure out what the green and red do, sometimes they do subtract red from yours and add green to opponents, but sometimes they are just arbitrary numbers. And on the last turn it said I had seven life and then won.

Main issue is that as a player I'm continuously lost as what my cards do, so I just click around. An explanation in the description would do wonders.

Very fun bite-sized game.  Impressive for a one man team. I did not see hunger coming into play, as there was a lot of food. It was a bit annoying that the player had to stop for each attack, but I eventually got the hang of it.

FYI, for next time, make sure the WebGL game is not too big, it scares people off, even though Fullscreen works perfectly.

The glitch happened once, and there was indeed something awkwards like a bit of lag or a double click

Okay, off the bad, even before I start playing, Amazing premise. And an amazing effect.

The clicking was surprisingly satisfying, and the reverse resource transport looked really well. Shame it seems like you hit a time crunch, since this could enhance an underlying game amazingly.

Well produced. Good Job, especially for a one person team.

There doesn't seem to be any music, unfotunately.

I quite loved it. I found it a good design of enemies, and quite varied. The levels are a bit large for the enemies. Also it seems like the sound is not working. But the art was quite nice. Overall impressive result for a solo venture.

Some small things. You can think off adding controls to the itch page, and the sqzd keys for directions seems unintentional. Also Sometimes the block placing just disappeared