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DyrezzStudios

13
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2
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9
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A member registered 43 days ago

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This was really enjoyable, and the obvious inspiration is that "Ragebaiting game" I've been seeing in my Youtube Shorts. I did feel frustrated when I would understand the pattern of the game, but I felt too floaty to recover or felt too floaty when walking and ended up walking accidentally into a mistake. The game is well done, the graphics are great, I do think the silhouette of the game doesn't contrast enough with the background so things get lost.

I did like the Savior Jesus.

Okay, I don't think I had enough understanding of the game to know if I was playing it well, but I love the intro story, and I enjoyed the graphics of the game. But I wasn't sure what I was doing. I was avoiding the missiles, but when they "hit me" nothing happened. I would consume the women but I don't know what that was doing to benefit me. When the women got too close to Bezo's mech, they would no longer be grappled to me when I had them, and they were spawning a tool of some sort I couldn't interact with. So I wasn't entirely sure if I was winning, or what was happening. Perhaps some in-game instructions saying what to do would help alleviate some of that mystery.

Not a bad game idea. The idea of cycling through potential dates is an interesting premise, and all the characters you can pick you from are hilarious. I wish there was a list of different "attributes" you could be looking for, not just the same 3 so that repeat playthroughs would have me looking to make different matches. I did find that some of the people had too vague of attributes that I would swipe No, or Yes to, and I would be wrong in making a match.

The music is cheerful. and great.

This makes a very interesting narrative story for sure, but I don't think I get the game? A lot of the imagery was uncomfortable, but that's good because of the fear aspect of the game. I liked the message you were trying to tell "that even in your darkest moments, you still matter", so I like that. I just don't think I understood the "game" aspect of the game.

I think the game was pretty good. The idea of crafting swords made out of random parts was funny, and leaves the combinations to be funny.

I think the sample image needed to be left up longer at the start of the game, and then slowly decrease how long players have to receive that information. Cause, like opedrin, I also have a goldfish brain and wasn't sure if I was building swords correctly.

While the assets looked good, I think some of them were out of scale from the sample image. The bottom of the Oar popped up a few times as a tool for making the sword, but I couldn't tell from the sample image where it was supposed to go.

The game definitely was fun to play though, and with a few more tweaks could be really interesting.

This game is fun, I got to trial it prior to submission and I thought the idea was great. You both built a "Follow the Key" Puzzle (a term I got from Mark Brown's GameMaker's ToolKit's series, Boss Keys, where the player goes from one point to another grabbing a key that opens a door, which gives access to a key used on the next door.

In this playthrough, I thought I would put a bit more pressure to the game design to see what I could do, and discovered I could access cabinets through the walls, so I was trying to access cabinets in rooms I shouldn't be able to access. This also allowed me to move the cardboard boxes at the end of the hall to "block the holes", and in doing so, the alien had stopped moving. I kind of broke the game.

I thought the game played really well, the assets of the environment are well done. The cabinets, tables, and boxes look great. I think the walls just need to be thicker to prevent the player from reaching through.

This was a fun game. I enjoyed the navigation; the option between doors. I wonder if the game would have benefitted more with a randomized choice. Like, instead of having the same doors lead the same way if resetting the game always randomized the doors. Primarily to follow the prompt of "Choosing Random Doors to win".

The models are pretty good, and the mood is definitely held together well by the limited lighting. The monster model was terrifying - I am not a horror fan, so aside from that element of the game, it was well done.

The game is fun once I figured out the loop, but I was a bit confused on the pattern. I think the game would benefit from the kids thinking about what sort of food they want? Perhaps the kids want 3 pieces specifically, and once you place the three, you get a new order and the pieces come back. I think the game will benefit from UI guidance to what the player needs to do; it doesn't need to be some "Simon Says" game, but it can help build a problem-solving game.

I like the pixel art of the sushi, it looks good.

The game is fun to play. I liked dropping the water balloons and aiming at those walking by. I dropped it on the wheelchair person twice, just because, and noticed "oh shoot, don't do that, that is bad". Then I got the gameplay flow. After a bit I wanted to see what happened when I lost, and loved the police car rolling in. I wanted to drop the water balloon on the car to do even more chaos. Perhaps you could implement a system based on being chaotic;

Otherwise the game is nice, the artwork is simple but nice, the animations flow well too. maybe a bit of cleanup is necessary to refine them

This is a great game concept. Pressing and holding the Space Bar to "aim", and the same mechanic to reel in felt really good. I think the casting speed was a bit slow and I was waiting for the target to get to the fish a little too long.

The pixel art looks really good; maybe do something with different sized fish to do different point systems; and maybe make bigger fish take longer to reel back in and smaller fish taking less time but be worth a lot less points.

Great concept, great execution, some room to improve your designs.

The game is really well done and the graphics look cute. Magical Girl concepts is great, Sailor Moon, Cardcaptor Sakura, and Pretty Cure are really fun inspirations, and recently watched a scene in Split Fiction that is inspired by the Magical Girl transformations.

I did have an error where I was casting more than one spell to defeat the monster, and both spells would disappear when defeating one monster, rather than allow my second spell to keep going. Perhaps adjusting the code will help improve that.

Also, for some reason, my gameplay of the game cuts off a lot of the screen, it's resolution did not match what the instructor's gameplay demonstrated. This may be a "my hardware" issue, but something to look into.

Otherwise, the gameplay feels good, the artwork is good; can definitely be refined further.

The concept is fun, trying to balance the baby. The music was really intense; maybe a bit too intense, as it doesn't feel like it fits with the art style of the game, and that may be intentional.

I did like that as the game progressed the balance bar was getting a little smaller, adding difficulty to the game.

I think I would just need a piece in the game that says "press and hold the space bar to hold the baby" or something along those lines. It took a little bit to figure out the controls, but once I figured it out, it was fun.

The 120 second timer was not a timer to add pressure to the player to compete, it was more so there so the game could still end if either player did nothing; both players lose for inaction.


The animation idea to make the ghost demon move a bit more is helpful, and would probably make it seem like it’s actually possessing the guy in the back. And since the game is designed to be competitive, the idea to move the ghost towards the player that was losing is supposed to add pressure to that second player to try to mash faster and push the ghost back. Hopefully that helped clear.


great feedback though, thanks you :)