oh god its ratatouilles monster
yuja
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sorry, i wrote a comment forever ago but i guess it didn't post??
anyways to reiterate what i tried to say earlier:
concept is nice and creative; there's a lot you can do with the rotating mirror shield gimmick. it would have been interesting to be able to use it to deflect projectiles from different angles to fully utilize the rotating mechanic, but i understand that you only had 3 days to get this done. the art was detailed and well rendered, especially the character assets. the main menu and the music were also nice touches and made it feel like a more complete game, as well as the explanation of the story and controls. i also liked that the game had endings, as it made it feel more complete (though it made the game short, but again, 3 hours).
my main criticisms are these:
- the large armored enemies are a little janky, as the main character's sword animation is not indicative of its hitbox/range, which may make them stand too close to the enemy and take damage (something i did a few times before realizing the hitbox was bigger).
- the game feels very short, even in regards to the amount of time you had to work on it. while i understand the time might have been used to polish assets like music + visuals, the game is less than 2 minutes long when played in full. could have been extended easily with more dialogue, enemies (even if reusing the same ones), projectiles, or enemies going down in more than one hit.
- there are some (minor) bugs such as the mirrors health bar not being in the container made for it, or the character getting stuck while moving to the right (though this can be fixed by jumping)
overall good concept, good presentation, and there's a lot to work with in the future if you so wish
art and music is wonderful. incredibly polished visuals, music is cute and varied. creativity gets a 3 as its a pretty standard platformer, but visuals were easily the best part of the game.
my main issue is with the coding. it is completely nonsensical that the top platform be an instant-kill. there are gaps between platforms that jumping will kill (the first set of steps for example), though the visuals imply a jump is needed. touching the bottom of the above platform should not kill you. having to restart the ENTIRE GAME despite making it to different levels after dying is extremely frustrating and unfun. at least set a checkpoint at the beginning of each level. also sequence doesnt make sense as it seems to go from sunrise - night - farm (?? not sure what time of day this means) - noon. would have been cool if it was in a day cycle (sunrise - morning - noon - evening/sunset - night). also the game icon is not good. looks traced. not a good representation of the beautiful visuals of the game. i almost didn't want to play this because the game icon was misleading.
in short, what could have been a very enjoyable and cute game is completely brought down by the broken coding and the weird game icon art. to the artists for the game assets and music: bravo. to everyone else: what were you thinking.
visuals are charming. jumps are floaty and not satisfying. the jump using the sword mechanic is an interesting concept, but the jump is far too high-- it's difficult to see where you'll land. i only found the jump button by pressing every key to see if something else would work. character would get "stuck" sometimes when standing normally on a platform, had to jump to break out. lack of checkpoints is frustrating. hitboxes for the spikes are too large, would sometimes die and get sent to the front just by standing next to spikes that weren't even on the same hitbox as character. game would benefit greatly from music, instructions, and dialogue (think like the spin-off mario games).