That seemed to work! I would definitely suggest optimising or making the game work for computers of different resolutions, because not all players will have a 16:9 aspect ratio. I found the second level to be really frustrating in that you would have to restart the game if you hit a red box, maybe make it just restart the section? There doesn't need to be a restart screen either, as it kind of breaks the flow of the gameplay. Good work though! It's getting better. :)
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Played it, it's so much better! The sound effects and music are really effective and add a lot of feedback to the game, the visuals do this really well too. Unfortunately I can't seem to get past the first screen, after collecting the first key the yellow doors have not been opened, and I cannot find another key in the level. It's possible that the camera may not be showing the entire game space, being why I can't see it.
- Extremely innovative game concept with the different elements that each combat each other, complimented by the alchemy-like tone of the game which was expressed through the artwork and music. I'd love to see you expand on the core gameplay mechanics in a future game or update, there's a lot of potential here!
- Very well polished, I loved all of the little details that you included such as the transition between the title screen and the difficulty selection screen, or the circular buttons for restarting and winning which play into the style of the rest of the visuals.
- Great artwork, very detailed with effective uses of colours and symbols. I loved how it was all largely based on a circular form or shape, being used all throughout the game with the map layout, the buttons, the enemies, the player, and the logo.
- Solid sound effects that provided greater player feedback with their inputs. None of them were used excessively to the point where they became annoying, or had volumes that were inconsistent with each other. All sounds that were used helped enhance the gameplay experience.
- Particle effects are really nice and just like the sounds provide a strong level of feedback to player actions such as killing an enemy or a spawner. They're also very colourful and give the game a lot more life and activity.
- Starting out the game I was really confused as to what was going on, even after reading the description. As I was unsure what the difficulty options meant, I first selected one of the higher levels and ended up dying very quickly. This is a major problem as it can be a quick turnoff for new players; overwhelming them with too many problems to solve at once. Further contributing to this were the purple and red bars on the UI, where there was not much of an indication as to what they actually represented making me ignore them for a significant portion of the game.
- Difficulty selection at the beginning of the game is really vague, and is especially confusing to a new player. There is no indication as to what each number actually represented. A difficulty selection also means nothing to them as they haven't tried the game yet, forcing them into making a guess as to what one they choose.
- The way the symbols change colour on the menu when hovered over is a nice detail but misleads the user into thinking that they are buttons that can be clicked on and interacted with. Perhaps have them play their glowing animations at random time intervals?
- The health bar surrounding the player fills up as health goes down rather than the other way around. Having it work like this is misleading, where having the bar fill up is positive visual feedback, making the user think they are doing something right when they aren't.
- The two bars at the bottom of the screen should be brighter and more visible as they show important pieces of information to the player.
I loved this game! The gameplay concept was really innovative and unique, and the aesthetics were fantastic and helped contribute to the alchemical theme of the game really well. Although it needs more work in terms of how the gameplay and other concepts are taught to the player, once you get the hang of it the game is quite enjoyable. Great work!
- Excellent core mechanic of flipping/contrasting the map which was expanded upon through level design really well. It tests your memorisation ability while also encouraging the planning of your actions.
- Great art style with the use of simplistic shapes and forms. Different objects stood out from each other really well, it was easy to identify which object was which. I also notced how you made the UI flip colours with the world, this is a small but really great addition that helps improve the readability a lot.
- Effective minimalistic use of colours; the yellow vs black tone was excellent and really suited the humorous tone of the game. Having blue which exhibits a more dull or sadening vibe as the contrast, in comparison to the happiness brought by the yellow was also really good.
- Solid escalating difficulty and interest curve. I loved how the mechanics were introduced over time rather than thrown at the player all at once; first teaching them about movement, then the flipping mechanic, and then the enemies. Having all these concepts at the beginning would overwhelm the player and deter them from playing the game. The puzzle difficulty would also increase at a very consistent rate, also scaling alongside player skill resulting in me never feeling bored or that the game was too easy/difficult.
- Presents a creative and humorous background story which was introduced and concluded relatively well. Sound effects and music helped compliment this tone through the duck sounds and the more relaxed background track.
- Not nessecarily a flaw, but I see a lot more potential for expansion with the core mechanic and how it can be further elaborated upon both through existing mechanics and new ones. It would be interesting to have a mechanic of some kind which takes the control of the invertation/contrast out of player's hands, forcing them to manage the changes as use them to their advantage. Time is also not really used in the game at all, it'd be really great to see some timing-based puzzles or scenarios emerge out the core mechanic. Not related to time, but what if there was an enemy that traced your past movements but was locked onto one of the two worlds, meaning that while you were in the opposite world you would have to project where it might be moving next, as you can't see it.
- Visuals need just a tiny bit of polish; the flag sprite looks really out of place compared to everything else in the game, and there would occasionally be some flickering bug that occurred during a level transition. These don't hinder the game too much though.
- Volume of some sound effects should be made louder, this includes the movement sound for the player.
This game was great, I loved how polished it all was alongside the minimalistic art style and clever uses of colour. The core mechanic was really innovative and was explored through level design quite well, I'd love to see it expanded upon in even more ways. Keep up the good work!
- Does everything that it aims to do at a solid level of quality and polish. There aren't any unnessecary features that have been added or things that feel cobbled into the game; it's all really well refined.
- The music sets the reflective and calming tone of the game quite well. A really good detail in how the music won't reset when the game resets, a lot of games make it restart and it breaks the flow quite a lot. Having the music continue to play its loop after a reset just makes it feel a lot more seamless, even if its just a small thing.
- Strong level of replayability with the multiple possible outcomes. I like how you added a "restart game" button at the end to encourage players to do this.
- Nice visuals and UI, the turquoise-blue colour was a nice choice and is used pretty consistently. The buttons and text all stand out quite well and are never difficult to read. Good visual feedback on the buttons to indicate that they can be pressed on, by having them change to blue when hovered over.
- There's an opportunity here for consequences to be added, which further emphasise the messages conveyed within each conversational outcome. This can be done in a variety of ways, like a karma system or points system, or something entirely different and unique. It doesn't nessecarily have to enforce a particular route upon the player, it should just be a system to make the positive or negative outcomes of each scenario be more pronounced.
- Sound effects are needed to provide a greater level of liveliness within the game and to give feedback to player actions. Adding a typing or voice sound onto the dialogue for each text character that is added, for example, will make it just feel a whole lot more satisfying. A clicking sound can also be added for when selecting a dialogue choice, acting as another way of indicating to the player that their input has been recieved.
- The UI would not scale up with screen resolution; the titlescreen and the in-game image were extremely small and difficult to read. The dialogue UI, however, did scale up succesfully but was positioned slightly higher up than I think it should have been. My laptop has a resolution of 2736x1824 if that helps.
This is a really solid and well polished narrative game! There's an opportunity for some more gameplay systems to be incorporated to further emphasise and empower the messages conveyed within each dialogue situation, alongside the addition of sound effects for stronger feedback. Good job, I'm excited to see your future projects!
- Interesting story with a great moral message and strong character arc. I liked how the protagonist had to push himself out of his comfort zone in order for the positive change to happen, rather than it simply happening to him.
- Great use of colour to communicate the seperation that the player character has with the rest of society. The black and white visuals also helped establish the more saddening tone of the story.
- There were some pretty nice transitions; I liked the ticking clock screen that would appear as you were waiting for class to be over, or the bus ride screen in the beginning. As well as this, the game would fade between each of its different settings and locations quite smoothly.
- Solid use of music and ambience to enhance the game's atmosphere and overall impact.
- Great story, but not much of a game. The messages revealed can be amplified and made even more impactful if you were to have the player actually experience the downsides of loneliness themselves, rather than it just being presented to them in the story. Interactivity is one of the biggest elements in video games, and the ability to incorporate things like learning patterns into games so that players can figure out and experience particular concepts themselves is one of the greatest benefits of the medium. There's a huge amount of potential for the idea of loneliness and the positive change that a friendship can bring to be expressed in the form of a gameplay system. This is just something to consider though, I completely understand if something entirely narrative-focused is what you are going for.
- Visuals aren't very good, there's a severe lack of consistency between all of the artwork. Some sprites look stretched, some are high res while others are pixelated, some have thick dark outlines while others don't have outlines at all. Personally I find that consistency is more important than actual quality; I find that a game looks better if all the sprites were to look rushed, than it would do if half of the sprites were rushed and the other half were of a high quality. The clash between all of the different art styles makes the game really unpleasant to look at. Also, consider using circular shadows below characters to help make them further contrast with the ground.
- Needs a lot more polish; there were a lot of collisions bugs regarding certain objects not being solid when they should have been, alongside general display issues like how the player's movement / rotation didn't look centered.
- Dialogue for the most part was good but occasionally sounded a bit robotic, it made some scenes a little less impactful than they should have been.
Well done! Overall a pretty decent narrative experience with a good story and message. Ambience and sounds were very well incorporated! Next time consider spending more time on polishing the visuals and artwork, to make sure that it has a level of consistency throughout the game. More ways of enforcing the themes of the story through gameplay would also help a lot. Good job!
This review was based on the jam version of the game which you uploaded. Unfortunately I couldn't find a download for the updated one, so some of this feedback may have already been fixed in it.
- Loved the chaotic and amatueristic visual stye! It reminded me of a game called Space Funeral. It would be excellent to see this style be explored in more ways in the form of more animations and having the style be applied onto UI elements.
- Unique idea for the point and click control scheme in a platformer game! There's a lot of potential here for interesting gameplay mechanics to emerge.
- Not much of a core gameplay mechanic to be seen here. There's a neat television concept expressed through the enemy and world design; consider using this as inspiration for any possible mechanics you might add. Remember that the mechanics you choose to add should be flexible and open up a wide variety of different gameplay scenarios and outcomes. I did see some interesting concepts present in the screenshots of the updated versions, so good work with that!
- Really buggy; collisions were broken and hindered the platforming experience quite a lot. The player would also glitch out when they were meeting the mouse position, maybe make it so that their movement speed will go to 0 when within a certain distance? As well as this, I shouldn't have to move the mouse cursor off screen just to get the player to do so as well.
- I didn't like the point and click platforming gameplay style, not because I don't like the idea but because I don't think it was really explored in the gameplay at all. The game could be played from start to finish in exactly the same way if it followed a traditional WASD scheme. With an innovative control scheme like this, should come a set of gameplay systems and rules which are built specifically around it.
- While I loved the art style, there were some inconsistencies; the players and characters all have darkened outlines while the world sprites don't. Either make it so that the majority of sprites have outlines or that the majority of sprites do not.
- Sound effects and music should be added to further enhance the scattered atmosphere of the game and also to provide stronger feedback to player actions. Sounds for jumping or dying are needed, as currently there are very few indicators for them (also consider adding particle effects for stronger effect!)
An interesting background story complimented by the unique art style allows for a lot of potential with the gameplay. I'd love to see you further explore the point and click control scheme in a way that it is explored and echoed throughout the gameplay mechanics. I'm anticipating seeing more innovative games from you. Good job!
- Brilliant synthesis between gameboy game and physical world, where the two different sides were equally dependant on each other (physical world needs gameboy to kill enemies, gameboy needs physical world to get batteries.)
- Extremely innovative game concept in terms of the setting, the visual style, and the gameplay mechanic with connection between the two worlds. Not a gameplay concept that I've seen explored very much!
- Great visual style that complimented the retro theme of the game really well. The glowing effects which you have applied onto the enemies and environments looks wonderful, and the model for the gameboy is quite accurate.
- Good use of sound effects to greater emphasise certain actions like when the player kills an enemy or when they collect a battery. These really help enhance the game feel and make the world feel a lot more vibrant and alive.
- Would have liked to have seen a greater elaboration upon the core game mechanic throughout the course of the game. I liked the idea of introducing new enemy types, however the projectile-shooting type doesn't really provide a unique exploration of the core mechanic for both game worlds. All it really does is give the player another object to look out for and avoid in the physical world. Consider adding more things that extend upon the gameboy vs physical world mechanic. An example would be an enemy type that may switch between the two worlds after a certain amount of seconds, forcing you to have to keep an eye on both. More things like this would make the game so much more interesting and unique.
- Difficulty curve needs more subtle spikes or increments. Currently I feel that it is too "smooth", as in while the difficulty may increase with the player's skill, there's rarely a situation where the gameplay is at a climax, resulting in the game becoming boring. What if after every certain amount of enemies killed, there was a miniboss that spawns? Or if you made it so that the enemy spawn rate operated in a subtle calm to climax system over the course of 30 seconds? Doing this would overall make the gameplay a lot more engaging over a longer time period.
- The titlescreen needs a lot more visual feedback. I was confused as to whether it was registering that I was hovering over a button or not; consider making it so that the text will change colour slightly or expand in size when hovered over.
- Encountered a bug where the music would stop after the first loop, which kind of breaks the immersion and flow of the game.
This game was really good! I loved the visual style, music and overall presentation, and how that linked in with the gameplay of the game. In terms of game concept, this is easily my favourite idea of the jam; I just wish that it had been expanded upon and explored in a lot more ways. Overall a really great job, and I'm looking forward to seeing your future projects!
- Explored the core mechanic in a variety of different ways through the level design and gameplay challenges. Every level provided a unique perspective towards the core verbs and gameplay systems, forcing the player to constantly trial new ways of approaching each situation. This was especially impressive given how little mechanics you had to introduce to have this much variance.
- Great artwork and animations! The jumping effect was brilliant and extremely satisfying. I loved the idle animations for all of the objects too! All of it followed a consistent visual style and colour pallette which was never broken.
- Satisfying and effective sound effects which helped enhance the game feel. Jumping felt really nice largely due to the high pitched sound effect that goes along with it. The death and switching sounds were also really great. All of the sounds followed a consistent, "bouncy" style to them; none of them felt out of place or jarring.
- Good use of visuals to communicate certain things to the player, like how the grapple objects would shake when you were within range or how the start and end blocks were in red so that they could be easily identifiable (and that they wouldn't flip like every other object.)
- A lot of really nice details to help add more life to the game world. My favourite detail was how all of the eyes on the tiles and objects were animated, including the blinking animation on the player.
- Difficulty curve could be a little smoother; some levels felt really easy while the one before it may have been a lot more challenging. Sometimes there would be levels that felt extremely difficult compared to the ones before it, and made me feel quite frustrated. For the next jam, perhaps more time could be spent playtesting so that you can generate a better understanding of the difficulty progression, and adjust the game accordingly.
- Music resets after death, sometimes this breaks the flow of the game a little bit. It's just a minor issue, but I feel that fixing it will improve the immersion greatly.
- A few bugs here and there, like how the jump sound would play when pressing the space button mid-air, but it didn't hinder the game all that much.
Fantastic job! So far this is my favourite entry in the jam. Everything is so well polished and detailed; the level design is superb and has a lot of variety. Really the only flaw that I had with the game was the difficulty curve, in that sometimes it would be quite inconsistent. I'm very excited to see what games you guys make next, keep it up!
- Fantastic atmosphere which was established through the story alongside the dark visual style and lighting. The music also contributed to this quite well!
- Great setting, it felt like I was going through a large unexplored temple of sorts. More environmenals could really help embrace this!
- Interesting art style, loved the use triangles and other shapes alongside the minimalistic world artwork. It helped construct a very isolating and mysterious tone.
- Really good particle effects when jumping which use triangles to further play into the unique character design. Would have liked to see more things like this!
- A lot of the movement is really buggy; the walking animation won't play when going backwards after sprinting or while your velocity is still decreasing. It's also easy to get stuck in moving platforms, and to not move with them when standing on top of them.
- Core player verbs (walking, sprinting, jumping) aren't that fun or enjoyable to perform. The base movement speed was far too slow, forcing me to have to sprint most of the time. The sprint contrasted too much with speed of normal walking, and it had a really slow speed cool down meaning that it was difficult to control. Next time consider putting more time towards polishing and refining the core actions that the player will be doing throughout the game earlier on, prior to moving on to adding more mechanics and gameplay systems. If those primary verbs aren't any fun, then the rest of the game, which are built around those actions, won't be all that fun either.
- More particles are needed for actions like sprinting, similar to what you did with jumping. The lack of particles ultimately results in a lot of actions not being as satisfying or as lively as they could be.
- Just like particles, a lot more sound effects are needed too to really empower a lot of the player actions and to also be a form of indication for things that are happening in the world. For example, there could be a sound effect that plays when close to dark water or to a dark enemy to indicate danger. Sounds for jumping and activating a sprint are other things that will also make the core verbs a bit more satisfying and enjoyable to perform.
- Poor level design in some areas, like how there is an enemy right after the first sprint jump over dark water. It's almost impossible to see them beforehand, and a lot of the time you'll just hit them while trying to recover your speed from the jump. Make sure that you're play testing in the mind of a new player who doesn't have knowledge about how things are placed in the level. That way it will be easier to identify when something is unfair or poorly placed.
- Dark water and enemies are very difficult to see and blend in too much with the dark background. Consider using things like visual contrast and lighting to make them stand out more. The way you did this with the mouse cursor was quite good, where it has a green glow around it that stands out from everything else in the game, making it always clearly visible.
Overall a pretty neat game with a huge amount of potential. If you got this game, gave it a lot more polish and refined a lot of the movement and level design, it would be an excellent adventure platformer game. The story you had with it was really interesting, and so was the dark atmosphere and the abstract character artwork. Keep up the good work, I'm looking forward to seeing more games from you all!
- Great game concept where you have to gather up coworkers as allies, would like to see this expanded in more ways through the combat and level design.
- Good difficulty progression with how the number of enemies you face gradually escalated over the course of the game, before finally maximising at the boss fight.
- Excellent pixel artwork that was very consistent and used colours and contrast very well. Great use of shadows to make objects stand out from the surface tiles. The animations were also really well done!
- Was impressed by the story of the game and how well it fit alongside the gameplay concept. It was also really innovative and the fact that you teased the boss fight at the start made the game a lot more tense, as you knew what you were gathering up people in preparation for.
- Camera movement that floats towards the mouse position is needed so that the player is more aware of the enemies in front of them. It was quite common for enemies to quickly run towards me out of nowhere, making the game occasionally feel unfair. This can also be solved by zooming out the camera so that more on all directions can be seen.
- Lack of visual feedback results in combat that doesn't really feel very satisfying. Consider adding things like screenshake, screen freeze, flashing the screen red when an ally gets damaged, flashing an enemy red when they get damaged, etc. These will all make combat far more satisfactory to the player for it provides them with stronger feedback for their inputs.
- Audible feedback, like visual feedback, can be used to enhance the combat experience for the player. Stronger, louder and more base-y sounds are needed for when hitting an enemy to emphasise the attacks power. This goes for all sounds and actions in the game.
- Human characters who you are allying with, once you have saved them, should act a bit more naturally. An example of this is to make them move randomly around the player circle at different time intervals, so they aren't constantly being locked in the exact same place. How you've got it now makes them look really robotic.
- Little to no expansion on the main mechanic. It's an interesting and unique idea to have to gather up a team to fight against an opponent, however I don't think it was explored as well as it could have been. What if different allies gave different benefits, like some would attack and some would heal? What if you could command your allies to do certain things for your advantage, like getting them to move out of the circle and attack a specific enemy, or getting them to wait? And the enemies - the opposition of the game - should act in relation to this core mechanic; an example being an enemy that would try to kidnap your allies and put them on their side?
- Collisions were really buggy, I could walk on top of desks and other objects; allies could move through walls and would be displayed on top of objects that are taller than them.
- Titlescreen is visually dull and contrasts a lot with the actual tone of the game. It doesn't give the player a very good first impression on the game they are about to play. Perhaps add a background featuring the game world?
Well done, I thought that this was a really fun entry with a great concept and story. It could do with a lot more polish in relation to game feel and feedback, alongside a greater exploration of the core game mechanic. Your game needs screenshots and a thumbnail as well! It may seem unimportant, but whether you have those things is largely what determines whether a person clicks on your game or not. Anyways, I really liked this game! Optimistic to see your future game projects!
- The game is extremely well polished, I love the little particle effects that emit from the projectiles and enemies, alongside their coloured lighting which enforce the contrast between the two sides.
- Artwork is excellent and follows a very consistent pixel art style. The ground texture is really good however it does stand out a bit too much, perhaps the light brown on them should be darkened slightly? You should also consider adding circular shadows below characters and objects to draw a stronger contrast between the background and foreground.
- Music is quite good and suits the pacing of the game alongside the pixel art style relatively well.
- Sound effects are effective in providing strong feedback to player actions to make the gameplay loop more satisfying.
- Game mechanic forces the player to constantly reverse their perspectives on what is the enemy and what is an ally. This is a really interesting system that it is quite uncommon in most games, I'd really love to see the idea be explored in more depth.
- It's quite annoying to have to wait for an enemy of a particular type to spawn so that you can kill them or collect their projectiles. Maybe add a checker that makes it so that there is always at least one enemy of either type on the screen?
- More feedback needed for when being hit, sometimes I didn't even notice when I got damaged or how much health I had left. Perhaps move the health bar to somewhere closer to where the player will be looking, like below the main character? Also consider adding stronger screenshake for when being hit, making the screen flash red, or making the character flash red, just so that it's more obvious and noticable that I've taken damage.
- Sometimes the game can get unfair where the balance between light characters and dark characters is uneven, resulting in the screen being covered in, for example, light projectiles in contrast to only a few dark enemies and projectiles. The checker system that I was talking about before could also be used to handle the maximum number of enemies of either side, or the balance between how many there are of each. Perhaps you could make it so that there have to be the same number of both with an offset of 1? (So 2 light enemies and 3 dark enemies is valid, 1 light enemy and 3 dark enemies is invalid.)
- It took me a while to figure out that you had to be the same direction as the projectile to pick it up. I understand why you added this, as it does definitely add some challenge to it, however I feel that how it is implemented right now is quite clunky. You could probably improve how it works by making it so that the projectiles will move towards you when you are close enough to it and are moving the same direction as it. Alternatively you could try a completely different system to create this element of challenge.
- Some more variance on the core mechanic throughout the game would be nice. The idea is presented to the player at the start, allowing them to explore it and put it into execution. Once they've understood the game concept, there's not much else for them to do in the game. Consider adding new learning patterns which extend and emerge out of the core game mechanics of switching characters and picking up projectiles. This will force the players into learning these new patterns, and therefore will increase their immersion with the experience.
This is one of my favourite entries for the jam so far! I love how polished it is, and how much attention went into the little details like the particle effects, the animations, and the titlescreen. It's got a few balancing issues alongside some unfulfilled potential with the core mechanic, but for the most part it's a really fun experience. Looking forward to seeing more games from you!
- Great character art and animations. Would have liked to see more differences between the fire and ice characters other than a simple colour change though.
- Interesting game concept which was pretty innovative and was an interesting take on the theme.
- The smooth camera movement made jumping and progressing forwards appear to flow and feel quite well.
- Menu buttons fade and change colours when hovered over acting as a form of interactive feedback for the player, would like to see more things like this.
- Consider what your main control scheme is for the player, and stick to it for the majority of the game. Currently it's inconsistent where the title depends on the mouse while the game itself depends on the keyboard only. It breaks the flow having to jump back to using the mouse whenever you want to restart, and then having to switch back to keyboard again. Choose whether you want your game to use the keyboard, the mouse, or a mixture of both; and use that scheme for the whole game so the player isn't randomly switching.
- Very inconsistent art style, why do the red and blue floors have a 3D look on them while the green floor is just a solid colour? The sketched out background is also completely different to the cartoonish look of everything else. The spikes are positioned slightly off the ground making them appear to be floating mid-air. Spikes also have thick dark outlines on them yet the grounds don't have outlines, and the character's outline is a lot thinner than the spike's. Make sure that the style that you go with is used all throughout the game.
- The buttons on the title screen are too small and need to be proportioned alongside the logo size. This may have been caused due to my pc's high resolution, where the buttons weren't scaled up yet the background was. The "?" button also needs to be far more large and noticable given how vital it is that the player reads it so that they know how to play.
- For a runner game, having you reset the player to the title every time they die is a really bad system as it completely breaks the flow of the game and can often demotivate players from trying again. Make it so that there is a keyboard button which you press after death to make you restart the level, not the whole game.
- Time scores and highscores are not kept track of or stored in any way. Why have a timer in the first place if it isn't made to mean anything to the player? There should a high score / best time which is shown to the player on the main menu and on the death screen. The time they got for that run should also be shown in the center where they will be looking, not hidden off in the corner.
- There are no sound effects or music in the game. Adding sounds would allow for you to provide stronger feedback to player actions for things such as jumping and dying, allowing the game to be more satisfying to play. Music could also be used to help reinforce the fast-paced gameplay and to keep the player more engaged.
- Particle effects should be added to, like sounds, add more feedback to player actions and also to enhance the liveliness of the game. This can include things like smoke particles which release when jumping, or fire or ice particles that emit from their respective blocks.
- Once the run time / score is made to be more important, make sure you change it's position and size on the screen in a way that the player can easily see it. Consider where the player will have their eyes focused as they play the game, and put the timer closer around there. This way the player won't have to change where they are looking completely just to see their score, and therefore won't put themselves at risk.
Overall a pretty decent game with an interesting concept. For next time I would put more focus towards having a consistent art style and control scheme, alongside more polishing for things like sounds and particles. Good job! :)
- Gameplay was well executed and quite enjoyable. I liked the idea of flipping the two sides over time, this acted as a really good way of forcing the player to quickly learn a new gameplay pattern, making them always be on edge.
- Really interesting how the visual clarity, or the player's ability to outline blocks from both sides, played a lot into the challenge of the game. It's not something that it done or explored all that often.
- Music is absolutely brilliant and was one of the motivators for me to keep playing and keep trying. Also sets the progressive / continuous pacing of the game. The music doesn't reset after death which is great, if it were to do that it would break the flow quite a lot.
- Nice work with the sound effects to provide feedback to player actions. The "new highscore" sound was a really good touch and was an effective positive reinforcement for the player.
- Visually inconsistent; I disliked how the characters were done in pixel art yet the spiked walls and UI text appeared to be higher in resolution. Make sure it's all consistent in size, for the contrast created between the two styles causes a visual clash that doesn't look very good.
- Would have liked to have seen the core gameplay system be expanded upon in a few more ways. This could be done in the form of new types of blocks, like ones which move up and down between both sides. Or it could have been something which alters the player's movement system or input.
- Didn't seem to be very much of an escalating difficulty curve outside of the colours occasionally flipping around. Ensure that the difficulty of the game increases alongside the player's skill so that they are being challenged as they get better and aren't mastering the game too quickly.
- Consider pacing, what if there were occasional breaks throughout a playthrough where blocks would stop spawning for about 5-8 seconds? What if the game was split into "waves", where each wave would go for 30 seconds, and each wave gets faster and harder. Currently it may be a bit tiring and exhausting for the player to constantly be on edge while playing the game, innevitably resulting in them wanting to stop playing.
I really liked the originality of the game concept and how it was implemented into the gameplay! It's a very enjoyable and challenging runner with a great soundtrack which helps hold together the flow of the game. It would be great to see the core mechanic of the game be expanded upon in more ways over the course of a run (not all at once), in order to help improve player engagement by forcing them into learning new patterns. Visuals also need some more consistency throughout the game. Great job, overall I thought this was an excellent entry and a unique take on the theme!
- Excellent game concept, super innovative and not something I've really seen before.
- Visuals are excellent, I loved the rocky textures of the walls and how they blended together with the lighting. The metal also looks really good. The only texture/model I would say needs some work would be the balls for they don't look as detailed as everything else, and as a result break the consistency of the visual style.
- Music was very atmospheric and gave me a strong sci-fi vibe, like you were descending into some kind of planet.
- Brilliant use of light as a method of indirect control. where the glass tiles would be lit up in order to draw the player towards them.
- Fantastic game atmosphere and mood which was established by the red colours, dark lighting and the eerie background music.
- As Backyard Giant said, the difficulty curve needs to be improved so that the challenge will scale alongside the player's skill in the game. In the version I played it felt very inconsistent and there was very little escalation in difficulty, causing me to lose interest after I felt that I had mastered the game.
- Some things in the game could with a whole lot more polish. The titlescreen is really bland and doesn't give the player a very good first impression. I also dislike how it suddenly takes you to the game world without any transition, it is very jarring. The way you start outside of the well also looks pretty strange, I think there should be something outside of it.
- Based on what's currently in the game, the "speed" and "area" displays are completely unnessecary, and shouldn't be coinciding with the score given how the score is far more important to the player than those other two variables. If you were to implement speed and area in a way which has a stronger effect on the gameplay, then I would put it there, but right now it's not needed.
- Game concept is never really expanded upon at all after it is first introduced to the player. This is made worse by the fact that the core loop or system of the game can be solved by the player very quickly. There needs to be more mechanics and ideas introduced throughout the course of the game (not all at once) so that the player is needing to learn new patterns and therefore are keeping themselves engaged.
- It's very easy to break intended challenge of the game by just spam-clicking and moving around to smash all the glass. I think that adding some kind of timer or consequence to shooting will add a lot more difficulty, and overall make the gameplay far more tense and interesting.
- More sound effects are needed to help further build the atmosphere and to provide audible feedback for player actions. This includes sounds for when breaking glass, when throwing a ball, or when hitting metal.
- I dislike how the music just cuts out completely and there's no transition or animation for when dying, like the titlescreen it's very jarring and breaks the flow of the game quite a lot.
Good game! I really liked the concept and I thought it was quite enjoyable from an in-game perspective. My main issues are the lack of sounds and polish, alongside the minimal difficulty scaling and gameplay progression. If those things were fixed up, this game would be pretty great! Keep up the good work!
Unfortunately I couldn't give much feedback as I was unable to get very far due to the controls being so confusing.
- I absolutely love the game concept, it is super innovative and there is so much unfulfilled potential in it.
- Liked the idea of doing a more minimalistic, mostly black and white art style.
- The controls are very confusing and unintuitive; I have no idea how I'm meant to play the game and specifically how I'm supposed to influence the direction of ball as it is shot. I think that the two cube system is kind of unnessecary and is what makes the game so difficult to understand.
- The menu needs more visual feedback, consider making it so that the buttons will change in size or will change colours when hovered over with the mouse. A hover or click sound could be added as well.
- More visual feedback for player actions like when shooting the ball. Make it so that there are particles and trails which release behind the ball as it moves. You can also add screenshake for when the ball is shot and when it hits a wall, this can be accompanied by even more particle effects.
- Sound effects need to be added, there should be a sound for when a ball hits a wall, when it is shot, and for many other actions that may happen in the game, to add more "juice" or feedback and to make the player feel more satisfied.
- Colouring of visuals and artwork need to be adjusted . I actually think it would work well for the whole game to be in black and white, as currently it looks very inconsistent where the world objects have sprites which break the flow of the style completely.
I'd love to play this game properly, it's just the control scheme which is holding me back from being able to. If you ever end up updating it please let me know, I'd love to try it out fully. Overall not a bad effort, I do really like the idea and I find it quite innovative. Good job!
- Gorgeous artwork, one of the best looking games I've seen for the jam so far. Great colours which all blend together very nicely.
- Dirt ball pushing mechanic was really interesting and was explored quite well, I'd love to see you do more with it.
- Great idea for choosing the underground setting, it's not something that is explored very much in most other games. It fits the mechanic of the game too!
- Excellent difficulty curve, the level would gradually get harder and harder with a couple of spikes in difficulty thrown in to keep the tension up.
- Loved the smooth camera movement, it added a lot of flow to the player movement as they progressed upwards through the level.
- While the art was great, I feel that the underground setting could have been showcased a lot more with things like environmentals and lighting. There could have even been things like miniature ponds in the level, and bats which fly around.
- There needs to be checkpoints throughout the level. It was really demotivating to have to restart the entire level after making one mistake. Having to replay the earlier sections over and over also results in the game beginning to feel very repetitive.
- Needs to be some form of jump height control. Tapping the jump button should only make me jump a tiny bit, while holding it should make me jump higher. This is especially important in a game like this where there are so many enclosed spaces.
- The blue of the cockroach was a bit harsh to look at in contrast with the rest of the art. I think that it needs to be a brighter and less saturated blue.
- More polish on things like the player respawn, I didn't like how it just abruptly restarted the level and music after the death animation played. I think adding a fade in/out effect and making the music not reset would add a lot to the feel of the game, even if it's just a small detail.
- Some in-game control listings would be good, maybe make it so that the controls are painted on the cave wall where you start?
Really neat game with an innovative concept and setting which was explored quite well! The platforming is very tight and the overall game is quite polished. Some more atmospheric elements which reinforce the underground setting would really help build the player's immersion in the game. I'd also love to see the core game mechanic be explored further. Keep up the good work! :)
- Very innovative game concept that was really addictive and enjoyable over a long period of time.
- Leaderboard and high score system is a really great addition which incentivises players to get good high scores.
- Visuals are really simple and nice, particularily the colours which all blend together really well. Colours are also used effectively to highlight certain things, like the top person of the leaderboard being in orange.
- Good gameplay feedback, there is no delay from the player clicking and the knife being thrown. Also good to see that you made the menu buttons change when hovered over.
- Would have liked to see the core game loop be expanded upon in a few more ways. This could be in the form of new types of balloons, like ones which have their vertical velocity increase over time, or ones that move left or right. You could also make changes to the player's abilities as well, like a powerup. Adding these would make the gameplay a lot more interesting and challenging over the long term.
- A sense of progression is needed in the game in order to better incentivise and motivate players to get higher scores (other than increasing their place on the leaderboard). This could be in the form of simply changing the game world, like having it get darker over time until you're in space. A game called "Bird Mania 3D" introduces new weather effects and lighting effects as your time in the game progresses before you die. Adding something like this would make the player want to keep playing, to see what other things they may find if they get past, for example, score 100.
- Some more visual and particle effects could add more life to the game. Things like popping animations or particles when hitting a balloon with a knife would make it a whole lot more lively and satisfying to play.
- More sound effects for greater player feedback are needed, like a tossing sound for when throwing a knife, or sounds for when pressing menu buttons.
Really simple game concept which was very enjoyable to play! Would love to see this concept expanded upon in more different ways which add variation to the core gameplay. Good job, keep it up!
- Character art and animations were pretty nice, I loved the head bob he had. Reminded me of South Park.
- Game concept is really innovative and the story is very interesting, I'd love to see it expanded upon.
- I liked the paralax effect that was put on the background, it made the world feel a lot more alive and 3-dimensional.
- Music was pretty decent and set the tone quite well! Sound effects did this too, and also provided good feedback to player and world actions.
- Jumping and especially double jumping felt very weak. I hated how the double jump would fail if you initiated it at the end of the first jump. Most games have it where the double jump is just as effective when at the end, so it took me a while to figure that out.
- Visuals were really glitchy; the TV style curvature effect probably wasn't nessecary and for me hindered how the game looked. Sprites would often get cut and the corners of the screen would have this strange static effect on them. White lines would randomly appear. Some animations needed a lot more refinement; I didn't like the rotating animation for the stars, it made them hard to see sometimes.
- Occasional level design problems, like leaps of faith where after a jump I had no idea where I was going to land, and sometimes where I landed would have spikes even though there was no possible way to foresee that. Some platforms were also kind of ridiculous in that they were far too high up based on the character's jump height, sometimes I would even have to glitch up through them just to get on them (I wrote this before I realised that the double jump works better when doing it at the start of a jump.)
- There was no clear learning or difficulty curve, it just feels like a set of levels which were thrown together in a random order. Personally I feel that while having a lot of levels / content is good, it had a pretty big hinderance on this game as so much more attention needed to be put towards polishing other things.
- Particle effects needed a lot more work, the default blurry circle textures which you went with look really ugly and doesn't blend in with the rest of the art style. Consider giving them their own textures.
- Textures were often quite confusing; the brick wall background did not look like a background, it looked like a solid tile, and I was surprised when I fell through it. Maybe try darkening it? I also think you should avoid the stretching of sprites, which I noticed you were doing with the brick textures. It looks really strange when the two different scalings are placed together. The water in the game (I assume it was water) was also really strange and did not cover the player character (it's possible that it was just a backdrop and not actually water, though.)
- Art style is quite inconsistent. The background and the characters have very minimalistic colours and textures, while the foreground sprites for the world are really detailed and noisy? I think the whole game should have the minimalistic style that the player and background has, as it looks really strange when there's so much contrast between art.
- I think that the day/night switch should be a one-button toggle, rather than having day be mapped to left click and night to right. So if you pressed left click and it was day, it would become night. And if you left clicked when it was night, it would become day. This would make the scheme a whole lot less confusing.
- Walking up slopes has this strange velocity effect where it will launch me up into the air after moving out of it.
A really neat idea that just needed a whole lot more refinement. For the next jam I think you need to delegate less time towards producing content, and instead maybe put that time towards refining the core gameplay. If the gameplay loop isn't all that great, players aren't going to bother with the huge amounts of content you've got in the game. Also consider things like pacing and difficulty progression, the levels right now are kind of all over the place in terms of difficulty. I'm really looking forward to seeing all of the improvements you make in your future games, good work! :)
- Gameplay loop is really fun and is expanded upon pretty well, where the crumbling platforms and ropes all provided a unique deviation of the core platforming mechanics. I would love to see more features like this to help add more variance!
- Great learning curve, where it will introduce mechanics over time rather than throwing them at the player all at once, like how the ropes won't start spawning until a certain time as passed in the match. This allows players to get comfortable with the gameplay before getting them to learn another new system. In turn it also enhances the interest curve, where there will be more features introduced over time, so the player is less likely to get bored.
- The transitions are fantastic - the camera pan which occurs when starting and dying are all really smooth and play into the verticality of the game world / objective.
- Character animations are brilliant and very polished; in effect making the platforming feel a lot more fluent.
- Sound effects were effective in enhancing the game feel and atmosphere by providing the player with feedback for actions like jumping and breaking a platform.
- Theme was communicated quite well from a visual standpoint, I liked how the background had machinery in it to contrast with the dirt/grassy foreground and world.
- I loved the fog effect that was put on each side of the world. It really helped construct the mood and atmosphere of the game.
- Interesting concept for the nature vs machine theme, however its implementation is more of a visual and aesthetical dressing rather than an actual system. It would be nice to see you expand upon this idea in a more essential gameplay context, like having the machine character being able to do something that the plant character cannot, and vice versa.
- Given that the scoring system in this game revolves around which player dies first, rather than how high up you get, there should be a lot more mechanics centering on stopping the opposing player from progressing. There are already the breakable platforms and ropes, which are good for this, though I think there is still a lot of room for expansion in this area.
- While I really liked the opening before each match starts, it does get quite annoying and tedious to watch after a while. You could probably have a condensed version of the opening music so that the introduction doesn't have to be as long on a restart.
- I shouldn't have to use the installer in order to play it, next time try making it an exe or a zip file. It's really inconvenient to have to spend time installing it, and then to have to go and uninstall it once you've finished playing.
This is one of my favourite entries, I absolutely love the game concept and the core gameplay loop was very polished. It would be really interesting to see the nature vs machine idea be expanded upon and explored in even more ways. Keep up the good work, looking forward to your next game!
- Art was really colourful and nicely done. Despite some inconsistencies (which are spoken about in the cons section) I really liked the pixel art style that you went with.
- I noticed a lot of really effective details; I love the circling transition animation that plays when going from the menu into the game, and the little animation sequence that plays at the start with the main character. They both really help reinforce the humourous style of the game while also giving the player agood first impression.
- Music was really nice and didn't get old, I think it added a lot in terms of establishing the mood and humour of the game.
- Nice natural difficulty curve, where the speed of the game would increase with time and progression. Maybe it would improve the learning curve a little bit if each type of object was introduced over time? So the first 10 seconds would just be normal humans, after that it would introduce knife enemies, and then more time later it could introduce the animals, and so on. That way the player has time to get familiar with each enemy, rather than throwing them in with all these different types at once.
- Most of the game character and object types provided a unique use of the core jumping mechanic, like how the knife enemies couldn't be stomped on and the fire hose would boost their jump height. It'd be interesting to see more elements which provide an interesting dimension to the jumping, like something which influences the player's weight and therefore their fall speed.
- Game feel is done really well, though there is still a lot more room for improvement. To make scoring and squashing a human more satisfying, you could make it so that the score display will shake or flash when increasing. I think the score should also be a bit larger and more visible, given that it is an important element for the player to look at. The player also has to shift their eyes to the other side of the screen to see it where they will normally be focused on the player character, causing them to take a risk just to see their score. Maybe it could be at the bottom center of the screen, which is more aligned to where the player will be looking?
- Visuals and colours often blend together too much, causing them to be hard to see. Consider the game thumbnail, where the game logo is difficult to read when blended with the road sprite. You can try a number of things to solve this, like adding a shadow around or below the text, darkening the rest of the image, or selecting a text colour which contrasts better with the colours behind it (in that case, white). This same principle applies to all UI and text in the game. You can also improve the visiblility of the game characters by adding circular shadows beneath them, and by darkening or adjusting the colours of the surrounding environment. It's also conflicting for the "game over" text to be in yellow when yellow is generally a colour associated with positive feedback; try red instead.
- Bugs with human/object position, where knife characters would often move with normal characters at the same speed, causing them to look strange and also for the normal human to be dangerous. This also happens sometimes with the animals.
- Lack of feedback for buttons on menu and death screen. Consider making it so that the text will change colour or size when hovered hover. This will make naviagation more satisfying to the player.
- Occasionally inconsistencies with the sprite resolutions, the background art (grass/road) has pixels which are far too large compared to the pixels in the character sprites.
Excellent work! I can tell that you all really learnt from some of the flaws that were present in "Sweet Dreams", for this game in my opinion is better then that one. The game feel in this is quite good and the gameplay loop and mechanic was explored pretty well. There's still a lot to be improved upon though. I can't wait to see what your next entry will be, keep up the good job! :)
- Decent artwork, I did quite like how colourful it was! There was also a lot of detail and character in it, the religious imagery in relation to the existentialism-focused plot of the game was really nice to see.
- I really like the concept for the story of the game, it's very abstract and comical! The dialogue has a lot of humour and personality behind it, I'd love to see you expand on that!
- Once the opening dialogue had ended, I had no idea what to do. Pressing space would make a ball move up passed the screen, but I couldn't find a way to get it down again or to control it in any other way.
- What you are meant to do in the game after certain dialogue parts is really confusing, I couldn't figure out what to do after the second one. The instructions need to be more clearly hinted.
- Inconsistent art style, where the brick wall sprite would have coloured detail but some of the other sprites, like the face and the piano wood, would just have one singular colour. Some sprites, like the holy water container and the blue lamp, didn't have the darkened outlines that the rest of the sprites had. The "Next" button looked quite out of place too, it should be pixelated. Make sure that you keep the style consistent for all of the art.
- Some sound effects would have added a lot more character to the game, like having a Banjo Kazooie-style dialogue sound with the character's voices. Also while the music was pretty good, it did sound quite out of place from the actual tone of the game.
- It's possible to just spam click around the room to find what object you need to interact with, making the core gameplay and challenge very easily exploitable.
- A few spelling mistakes in the dialogue, words like "hidding" should be "hiding" and "proaf" should be "proof", but don't worry too much about it.
Nice job, this is the start of something that could be quite interesting! I loved the abstract style of the plot and setting, it's just that the gameplay needs a lot more work and implementation. For a first game this is really great, keep it up! If you embrace the style that you demonstrated here in future projects you'll do really well.
- Fantastic game feel to help provide feedback and satisfaction to player inputs. This was done in a lot of the animations and effects, like the smoke particles that appear when merging two monsters, or how the merge sound would increase in pitch if you did multiple merges in sequence. The positive feedback loop with the game progression also helped with this, as it made me feel like I was constantly getting better.
- Excellent and colourful artwork to reinforce the friendly tone of the game. There wasn't any problem at all with the contrast, everything was clearly visible. I really liked how most of the monsters each had their own distinct colours making them more easy to identify by the player.
- Great use of goals to incentivise players to keep playing. One of the primary reasons why I kept playing was because I wanted to see what the next monster type would be. I also liked how you added the "can you reach the highest level" text at the start; it provides the player with a long-term objective right at the start while also teasing what it is to come.
- Lovely music track which establishes the more calming tone and pacing of the game. Loop was long enough to not get boring or repetitive for the user.
- Sound effects worked really well at assisting in the game feel. They were all at the appropriate volume and didn't intrude on the music.
- The introductory tutourial sequence was really effective in communicating how the game works while also being concise and letting the player get into the game fast.
- Some kind of opposition to the goal would add a lot to the gameplay. Consider things like time limits, evil monsters that kill your other ones, or some kind of ongoing threat to your currency. Currently there isn't much challenge or skill to the game, and as a result it's not as exciting as it could be.
- The "fast forward" button at first was quite confusing; I thought that it would multiply the speed of time by a certain amount before I realised that you had to keep clicking it. Maybe add a bit more instruction / feedback as to how that system works?
This is one of my favourite entries so far! I love how much polish there is on every single aspect of the gameplay, it makes for a really engaging experience. There is so much potential for this to be a really successful mobile game, you absolutely should consider porting it onto there. Looking forward to seeing your future projects!
Unfortunately I'm unable to do co-op so this feedback is based only on what I was able to play in the game. I'd strongly suggest adding an option for single player in future jamgames, given that a large portion of players won't be able to/won't want to play co-op.
- Innovative game concept and story, the story was presented well in the opening, but just needs more polish.
- Great contrasting use of colour and imagery to represent the difference between the two characters, like how the fire character's world has burnt down trees and desaturated grass, while the water character is the opposite.
- I really liked a lot of the artwork, particularily for the players and enemies. It was very good in establishing the cutesy tone of the game.
- Nice battle music, set the intensity of the game quite well!
- The opening scene is very visually noisy and cluttered. The text is hard to read for how it clashes with the planet behind it. Consider adding things like transparent black backgrounds behind text or shadows so that they stand out more.
- Extreme lack of game feel; add visual and audible effects for when shooting, such as screenshake, screen freeze, flashing, particle effects and sounds. Projectiles also need larger and more appropriate textures, not just a black circle - this will help both with the game feel and the context.
- The break between the start of a wave and the enemy spawn should be longer so that the player has more time to prepare. The way enemies suddenly spawn out of nowhere is also really jarring. Consider making it so that they fade in, or that smoke particle effects will appear as they spawn.
- More feedback is needed. I liked the invincibility flashing on the characters after taking damage alongside how enemies would expand as a death animation, more things like that need to be in the game. For example, having the character flash red and having the health bar shake after being hit. A lot of the time I had no idea that I, or the other character, was being damaged. Also consider which information is valuable for which character(s). If only one character needs to see that they have been damaged, only flash that side of the screen.
- Lack of an indication as to where the player is aiming / about to shoot. If the player were to rotate around, or if there were some kind of arrow pointing towards their shooting location it would make the combat a lot more enjoyable.
- When I launched the game in fullscreen with a high resolution (2736x1824), I could see the Unity map with the game in the middle not covering the entire screen.
- UI size is disproportionate to the game world; this may be because of the high resolution. The UI should have a consistent scaling and should also have aesthetical decorations in order to enforce the nature-based theme of the game.
- The "play" and "exit" buttons on the game over screen wouldn't do anything when clicked.
As I wasn't able to play too much of this game, I'm going to skip out of giving it a gameplay rank, however I will be ranking you for the other categories. Overall it's pretty decent, I liked the game concept and the artwork. It just needs a lot more polish and time spent on gameplay feedback. I'm looking forward to seeing more games from you! :)
- Excellent game concept and mechanic which was polished very well.
- Gorgeous visuals and particle effects. Loved how the paddles would emit a vibrant light around them, it makes the game look so much more atmospheric.
- Fantastic music which was effective in enhancing the vibrant and fast tone of the game, especially great alongside the gameplay timing.
- Lots of really interesting details, I love how the game plays the music slow down effect when losing and the also the music on the titlescreen is a subtle but nice addition. The semi-invisible particles that move in the background are also really effective in adding more visual life and activity to the game.
- Excellent game feel to provide more feedback to player actions. Things like the "perfect" text alongside the far-off paddles which appear after getting a hit make it extremely satisfying and encourage the player to keep going.
- The hitbox on paddles sometimes felt a bit off, I think it should be stretched just a little bit more towards the center as sometimes I would miss even though it had looked like I had hit them.
- It would be really interesting to have the music change whenever the player made a mistake in order to amplify its effect. For example, having it go more quiet and less audible after getting a miss, or having it go out of pitch temporarily.
- I think that there should be some form of a more obvious long-term score rather than just the combos, so that there is more of an incentive to continue playing during the harder parts, rather than stacking up a combo in the early/easier part. This also would also help prevent players from getting deterred/demotivated after missing and losing their score, as they would still have something that they can show.
Probably the best entry I've played so far, excellent work! There's a lot of potential in this game, I 'd love to see you expand it and turn it into a mobile game with more features. Keep up the good job!
- Movement felt really fluent and nice to control, flashlight felt good to move around.
- Atmospheric and realistic sound effects that helped build the immersion of the gameplay , while simultaneously producing strong feedback for player actions.
- Brilliant handdrawn visual style that helped set the dark tone of the game really well. Also enjoyed how the flashlight would also show extra world detail.
- Clever choice of merging the battery with the health, where getting hurt would subtract the amount of battery you have. If health were on a seperate bar it would add an unneeded amount of complexity to the game.
- Really liked the twist at the end; it supplies the player with a good lasting impression on the game.
- Lack of game feel, especially for player attacks. I think that more visual feedback could be added like screenshake (I noticed you had this for when being hit by an enemy, I think it should be stronger), screen freeze and particles to make hurting enemies more satisfying. Also add stronger screen flashes for both enemy and player damage so that it is more noticable.
- Core game loop was innovative but wasn't expanded upon very much, it was the exact same process throughout the whole game. I like the lighting idea and how it reveals more about the world when it is brightened up, perhaps you could explore this a bit more?
- Poor enemy attack indication, I think some form of a visible hitbox should appear when an enemy attacks so that it is more clear where you can get damaged; like a swing effect or a bite effect? It felt that I was getting hurt by enemies who were quite far away.
- Sword felt very weak/spammy to use. There wasn't all that much strategy involved with killing an enemy. What if there was a stabbing ability to pierce through multiple enemies, at the sacrifice of a slow charge up? There should also be a visible hitbox indication, kind of like a swing effect (a bit like what's in Nuclear Throne) so that the player knows where each attack lands. Add more screenshake too.
- I would have liked to seen more ambience in the game world to make it feel more immersive and realistic. This could include things like footsteps, echoes or distant monster growling - these would all make the world a lot more active (but what you have in the game already is great).
- The battery meter at the bottom, in terms of appearance, is really out of place and looks quite jarring compared to the rest of the art. Maybe it should also have a handdrawn outline with desaturated colours?
- More visual indicators are needed for when lighting an enemy, like a bar on their heads which represents how long until they are stunned.
- Enemies seemingly spawned/appeared where I was walking, meaning that they would hurt me before I even got to see them.
So far one of my favourite games in the jam! I loved the sound effects and the art style and how they helped construct the mood. Game concept was also really interesting but just needed to be explored a bit more, alongside a bit more visual feedback for player actions. Keep up the good work!
- The artwork, particularily on the characters, is extremely well done and animations work really well.
- Excellent use of colour to communicate contrast and the difference between each character.
- A lot of really great details, like the little particle effects that came out when swimming or how the pitch of the music would go higher when playing as the swimming character. It adds a lot of life to the game!
- Innovative game concept and mechanic which was explored relatively well.
- I liked the idea of having a larger interconnected map rather than a series of individual levels.
- The game is extremely buggy and made a lot of the game almost unplayable for me. I would constantly be getting stuck in walls and would have to hold to inverted movement keys in order to get out. As well as this, it was really laggy where it would constantly freeze and slow down at random times; this made the platforming quite frustrating. If the player were standing in between two screens/maps, it would also glitch and flash between the two.
- Having to switch betwene the two when running into a coloured wall became quite tedious over time and predictable. Maybe a few more ways in which the two characters/sides are connected in a game earlier on could help make it more interesting.
- Controls were quite frustrating at times, where I would keep accidentally switching characters and attack types. Perhaps have the switch button be away from the other keys? E.g. changing it to Q or R. There was also a problem where some times when I hit a key, it wouldn't register in the game, and I would have to do it again until it worked. I think this might tie into the lag.
- The level art seemed to be of a lower resolution (or with larger pixels) compared to the character art? Not too significant of a problem but it was definitely noticable.
I really liked this game! The mechanic was interesting and the art was done really well. The main issue heavily drawing it back would be its stability, as it made the game extremely frustrating at times. To help resolve this, maybe in the next jam delegate more time towards bug fixing or playtesting? Keep up the good work, looking forward to seeing your next game. :)
As I'm not familiar with the language of the game, it's possible that I may have missed out a lot of things in the game, so sorry about that. Here's just some feedback based on what I was able to pick up from it:
- I absolutely loved the pixelated/distorted visual style and the 3d models, especially the walking model for the player character.
- Great use of the dark green lighting to set the tone and atmosphere of the game.
- Even though I didn't know what any of the text was saying, I was still able to get a decent understanding about what to do in the game based on visuals, so great job on that!
- I liked the idea of being able to see your footsteps / past movements through the liquid drops, that was a really helpful and smart addition!
- Quite an innovative game concept that has a lot of potential.
- The game concept wasn't explored very thoroughly or in as much depth as it could have been, I was doing the same thing for the entire time. What if there were a number of different variables you had to watch over, instead of just one? For example, having to carry the bucket over to the location while also having to occassionally stop and light up the area to prevent enemies from spawning?
- I think that there needs to be more opposition added to the players objective, so that the game is more challenging and requires more elements of problem solving. What if you had to navigate your way over a bridge without swinging it, and swinging it too much would cause you to trip over making you lose a large amount of the liquid?
- While the music was okay at first in setting the mood, how short each loop is became really annoying over time. I think that the loop length should be 20-30 seconds at least.
- More sound effects could be added in order to enhance the atmosphere, such as footsteps and the sound of moving liquid. They could also be used as a form of indirect control, like having an object in the map emit a sound (e.g. a machine) and the sound gets louder as you go closer to it? This could be used to draw te player towards these specific locations.
Great job! I personally loved the game idea and also the distorted and pixelated visual style. I feel like there's a lot of unfulfilled potential here, you should keep working on it!
- Very original game mechanic that was introduced and explored in a wide variety of different ways.
- Fantastic difficulty/learning curve following a process of introducing a new idea, building upon it, introducing another new idea, and then merging them.
- Great use of the mechanic to produce puzzles and interesting problem solving situations that were challenging and varied.
- Simplistic but effective graphics which were colourful and built on the vibrant tone of the game.
- Game had quite a few bugs that hindered the experience, things like having the entire game freeze for a split second whenever a switch or pressure plate went off, having the jump sound randomly double in volume, or glitching through the wall when stuck inside one of the switch blocks.
- Level design for the most part was excellent but had a few downsides. Sometimes there would platforms that it seemed like you could get to, but were just a couple of pixels higher than the players jump height; this came off as being really frustrating. Some ideas also felt kind of clunky, particularily the ones in the last couple of levels involving the pressure plates, where everything began to rely on really strict timing. I was also not entirely sure what the enemy enclosed inside the bricks in the third level was for?
- Game could use a lot more particle effects and polish. Things like smoke effects when running and jumping, hovering animations for the flying enemies, and environmental things like birds, flies, or clouds. All of these would make the game appear a lot more lively and also enhance the game feel/feedback.
- Lack of sound effects for things such as switches, hovering enemies, enemy jumping, and level transitions. These, like the effects mentioned above, would give the player a lot more feedback and also help it to feel more lively.
- Increase the range in which you need to be touching an enemy in order to morph into it. Maybe have the player ghost slowly move towards the nearest one?
PolterGuy is a fantastic entry with a brilliant game concept that was explored very thoroughly. The main things that drew it back were a lack of polish and play testing with the levels. Some more context to the game, e.g. a story, would also add a lot. Keep up the great work, looking forward to seeing your future games!
- Simplistic game concept which was easy to understand.
- Contrast theming was incorporated well.
- Good difficulty progression where the speed of rain would increase over time.
- Nice background ambience to coincide with the rain.
- When I first started up the game I immediately died because I had my cursor at the top left, I think there should be a timed break between opening the game and when rain starts to fall.
- Visuals could do with a lot more life - consider adding more colour variation, maybe a randomiser for the blue colour of each rain drop?
- Particle effects could be added to the rain drop splashes and the fire in order to add more visual activity to the game - but be careful not to do it excessively to the point where it becomes distracting.
- Pacing was quite tiring, there should be breaks in difficulty every once in a while. Maybe make there be 20 seconds of rain fall, followed by 5 seconds of no rain? This would prevent players from being burnt out, and give them time to mentally prepare them self for the next flock of rain.
- Game concept needs to be explored in a lot more depth; there was no variance in the gameplay at all other than the increasing speed. What if there were waves, and each wave would increase the rain spawn count? What if you had to control multiple flames at once? What if over time, fog would appear making it harder to discern where things are?
A pretty simple but enjoyable game! Could use a lot more depth, but still fun regardless. Nice work! :)
- Killing enemies was pretty satisfying; I really liked the gore effects even if the movement of them was quite strange.
- Great choice of music style, I thought it really embraced the DOOM-like tone of the game.
- Really liked the enemy ai and how they would suddenly charge at you as soon as they went on the screen, it made the game feel a lot more intense and kept me constantly paying attention.
- Severe lack of visual and audible feedback for a lot of things in the game. For your future games, consider adding things like these:
- Screenshake for when shooting, getting hit or killing an enemy.
- A dynamic camera which has a slight pan towards the mouse position
- Coloured flashing to indicate positive / negative feedback to the player. For example: the screen flashes red whenever the player takes damage.
- Shaking UI, like having the player health text shake and flash when you get damaged to make it more noticable.
- Having the mouse cursor expand in size and then quickly go back down again when shooting.
- Muzzle flashes and light being released when shooting.
- Sound effects for when the player takes damage or when an enemy attacks.
- More particle effects!
- Movement, collisions and enemy ai were very buggy and need a lot of polishing. It was very easy to exploit the game by getting enemies stuck in walls and then shooting them.
- Game UI was hard to see, the "pistol" display probably didn't need to be there. Also consider adding a dark outline or a backdrop behind the text so that it can be more visible.
- Game could do with a lot more depth - more possibilities for emergent gameplay with the enemy ai and combat. It felt very straight forward, like there wasn't much to offer with it but moving and shooting. Maybe the enemies could act differently based on certain variables, like having them run away as their health goes low? Or having the player move more slowly while shooting, so that they can't just be spamming all the time? I think that adding systems like those would provide the opportunity for a lot more strategy in the game.
Overall a pretty enjoyable game, good job! I think that there needs to be a lot more focus towards the game feel and feedback. I'd suggest looking at these two talks if you haven't already: https://www.youtube.com/watch?v=AJdEqssNZ-U | https://www.youtube.com/watch?v=Fy0aCDmgnxg
- Really liked the game concept of finding a contrasting object, there's a lot of potential for interesting puzzle-solving there.
- Art and animations were smooth and very well done. Reminded me of Paper Mario.
- Sound effects were quite effective and high quality (especially the helicopter one), though the volume of the footsteps could be lowered.
- Some things in the game are really confusing, I didn't understand why contrasting three times in the first level made the digger appear.
- Game concept wasn't explored very well through the gameplay. I'd suggest adding multiple different game outcomes and possibilities for each section rather than a singular solution, it'd allow for it to be a lot more interesting and exciting.
- Add more gameplay opposition against the player to allow for it to be more challenging and exciting, it felt very empty.
- Despite the art being really good, I felt that the ground art for the grass, as well as the floor in the second level, felt really out of place. Maybe they could have outlines too?
- Collisions were very buggy, it was quite easy to get stuck on walls.
Nice job! Even though the gameplay wasn't very detailed, I loved the artwork and animations. It'd be great to see you run with this "find the object" idea a bit more in a future game, I see a lot of potential in it. Keep up the good work!
- Very innovative game mechanic which was expanded upon and explored in a wide variety of interesting ways; I never felt that it was recycling the same idea as I played.
- Difficulty progression and learning curve was fantastic, with it introducing new ways that the mechanic can be used, and then expanding upon it by merging it with the other pre-existing mechanics.
- Great colour scheme and minimalistic art style, I loved the character animations!
- Opening cinematic was very well done and did a good job at visually communicating the story.
- I noticed some really subtle and clever design decisions, like how in some levels the colours were chosen in a specific order so that the player would only need to cycle once to progress, rather than having to stop and cycle several times.
- Fantastic level design that used really subtle techniques to teach the player game mechanics, like how in the first level there is a piece of elevated ground at the start that is there to force the player into knowing how to jump before being able to progress.
- Great music and sound effects that helped reinforce the quirky mood of the game.
- Could use more visual/particle effects for more impact, e.g. particles for when dying or for when jumping.
- Would have been really interesting to see the story be incorporated with the gameplay a lot more, it feels like there's a bit of a seperation between them.
Overall this is a superb entry with phengame design, I'd love to see this concept explored even more. Great work guys!
- Very creative game concept of the two different sides, where each were explored and contrasted upon relatively well.
- Great and consistent use of colour, where most sprites would be coloured to blend well with the current player side/type. Also present in the background.
- Voiced sound effects were fitting and were incorporated well to help build up the cutesy vibe of the game.
- Playing as the fire version felt really smooth and exciting, acted as a great way of providing a deviation from the more slow paced and calm water parts.
- Inconsistent art style, particularily with outlines; some sprites had black outlines which contrasted with their base colour, while others had brightened/gray outlines that tried to blend together more. Many of the level wall sprites had no outline at all. Make sure you have a consistent style for all your art.
- Constantly clicking to shoot bubbles was a pain, you should be able to hold down a button to shoot so that it isn't as tedious.
- Respawn animation was too slow and became annoying after a while. When adding animations like these, make sure you consider how often the player will be seeing them, and whether or not they're worth seeing that much.
- Bubble shooting mechanic could have been expanded on a lot more, for example having a charge option to manipulate the velocity of the bubble, or being able to bounce bubbles off of walls for your advantage.
- Could do with more effects and visual feedback. The bubble pop sound and effect is excellent; perhaps add more things like having the dried up enemies flash when you hit them, or having miniature bubbles release behind the player as he/she moves. These will help improve the player experience for they provide feedback to player actions, making the player feel that their inputs have a far more pronounced impact on the game world.
Overall nice work! This is a very interesting game concept with a lot of potential for expansion! Looking forward to seeing more games from you, keep up the good work. :)
This is a decent game, good work! Here is my feedback:
- Nice music and game concept
- Effective sound effects that fit well with the technical theme of the game
- Lots of inconsitencies with the visuals; the background looks blurred and stretched while the characters on the foreground are clean/crisp
- The titlescreen is very bland and unnappealing, I would suggest giving it a more interesting vibe that fits with the technical theme of the game
- Gameplay needs more juice / feel, consider adding particle effects for when moving, or a screenshake for when dying
- Consider using colours to communicate game ideas, I was at first confused about which score was mine and which was the enemies. Perhaps if one was green it would be more obvious which was the players?
- Some other technical issues; the mouse detection on the titlescreen wasn't mapped to where the mouse actually was, and the score would keep counting up after death
Even though it's flawed you still have done a good job! I'd definitely put more time into perfecting the robotic setting and game concept, there's a lot of potential there. Good work!