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CitrioN

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A member registered Mar 12, 2018 · View creator page →

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Hello,

here is another feedback for one of your games.


Things I liked:

  • Skyscraper models look good.
  • Character looks decent and has cloths physics.
  • Decent landing animation.

Suggestions:

  • The overall brightness of the game is too much. You can not see some objects due to the crazy brightness. White is really dominant because of that.
  • You never tell people they have to collect the balls. In the first level I did only get to the top of the radio tower just to find myself not completing the puzzle. Only after also collecting the missing balls the level was completed. This info should be given since the info about the level would be completed if you reach the top of the radio tower is not correct.

Cheers CitrioN

Hello,

here is my feedback for another game of you. :)


Things I liked:

  • Just like in SpeeDash I like the fact that you have done most of the stuff yourself. This really helps learning new things.
  • The skyscraper model look decent. 

Suggestions:

  • The base of the buildings can be walked on. This enables alot of possibilities to play the levels in an unintended manner. You can skip alot of platforms by using those bases of the buildings. I suggest removing those entirely. There is no reason to have those.
  • Consider more checkpoints throughout the levels. Some people will quick after failing a jump for several times in a row. If you force them to replay the entire level again this is often times where you lose players that might enjoy the general concept of the game but get frustrated by having to replay the same parts over and over again.
  • Consider making the jump on top of the building in stage 2 easier. If you run and do the high jump you will almost always get stuck on the side of the building and eventually fall off.
  • The platforms you can not jump on are barely differently colored. I recommend a more prominent color like red to further indicate the players they should not jump on those.
  • After clicking the keys to initiate either of the jumps there is a brief delay until the animation starts playing and the jump gets performed. I would lower this delay to give the game more of a smooth gameplay feel.

Cheers CitrioN

Hello,

here is my feedback for your game.

Things I liked:

  • I liked the fact that you try to learn all the aspects about game design and developing your own models as well as code. Especially for indie games this is a great strength if you have knowledge in many aspect of game development.
  • Since you are new to game development it is great that you chose a game idea that people are familiar with. People know games about dodging obstacles and things alike. That avoids unnecessary instructions as the game is straight forward. This is a good way to start learning how to make game.
  • Game is fun for what it has to offer.

Suggestions:

  • In the first level it is really hard to read the first instructions of the controls without hitting some obstacle. Consider pausing the game so they played has time to read the contol instructions or make the player move slower. I recommend the first one. 
  • The music restarts whenever you die. I would make the music player scene independent and persistent so you can avoid having the same few seconds looping if they player dies alot.
  • There is no purpose in collecting the energy balls since there is no highscore recorded. Collectibles need a purpose of players will not attempt to collect them all. Since you can use the sprint infinitely you could use the energy as the resource that gets consumed when you sprint. This both limits the duration the player can sprint and gives the energy balls a reason to be collected. Tracking the overall collected balls might also be a good feature for people to compare themselves. Time should also be tracked in a game like this.
  • Some parts of levels are too linear meaning you don't have to switch lanes for a "long time". This comes does to playtesting more and making sure those areas get changed in your level design.

Cheers CitrioN