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JamesAspinall

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A member registered Jan 20, 2020 · View creator page →

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This game has a fun art style, and the controls are fun and simple to understand. The character are also designed great, they remind me a little of those toads from Mario. The story was also simple but that's an okay direction to take, as many games have simple stories but are known world-wide: Mario Bros and Shovel Knight come to mind. 

A few nit-picks I found was that the text can be scrambled by rapidly pressing T to activate and deactivate the text boxes; and that you can gain a lot of air by jumping then jumping against off the NPCs, Which I think is not what you were going for as it does look kind of goofy. Another drawback that I think is a serious glitch, is that once you get to the upper world, you can get stuck between the platforms - and I cannot get unstuck, causing me to force the game to close.  

First, the game's atmosphere looks excellent, the lightning on the walls and on the primary character paint a pretty sci-fi horror, like Dead Space. The sounds for the gun, the enemy, and the doors opening are also fantastic. A few drawbacks, more nitpicks really, I felt were that the player didn't follow where I was facing - especially when I was somehow aiming behind the character; there weren't any directions on where to go so I sort of wandered around the main starting area for a bit, before I opened a door by accident; the music did stop after a way, and finally, the enemy still followed the character even after I had defeated him. As I said I consider these drawbacks more nitpicks and I think this is a very good prototype. Though one change I would consider is the aiming animation, as the character looks like he is gliding.

Pros: Easy to understand controls, the shooting and reloading mechanic were good and the targets moved at a variety of speeds (which added a challenge which I felt was also good), the moving trees and grass was good that added a sense that there was a wind blowing through the area, the environment itself I felt is a good starting off point (if you plan to take this game further), the bullets holes were also a good idea (though I feel when shooting the grass, the holes shouldn't look the same) 

Things I felt needed improvement: Once you've dropped a gun the ammo count still shows on the screen, you can shoot (and 'kill') the targets despite not holding a gun, the sounds of the last gun gave me a scare because of how loud it was (that may have been my fault though), there is no sound/music (except for the guns, footsteps (the sounds of jumping and landing need a tweak because they sound a bit off to me) and the main menu wind sounds), the Settings and Credits don't work (though that might be added later), the guns don't face the reticle and they even move direction when moving the camera up and down.

Conclusion: I do like this prototype and I like the direction you're going for, however, I find that there are still some issues that hold it back a tad. A five or six out of ten for me.

The driving is good, the controls are very responsible and don't feel sluggish. The low polygon look to the game is great, the simple style works as a sort of fun little racing game. The small track around the petrol station is good as well, but the world itself feels empty. There were a few lighting glitches inside the tunnel, with several small lines of light flickering on and off and different points. The timer mechanics is good and it works, of course, the problem of someone just moving backwards and forwards across the starting line will lead to someone getting 0:00 on their lap time. Another issue is there is no sound for the game, even music would help for a fast=paced racing game, to get the player's excited about racing. 

The office was great, the detail from the pile of books, the spinning fans. The lighting felt a bit off for me though that's a nitpick that shouldn't take away from the design of the office. The light shining from the desktop screen was a very nice touch. Everything else though I feel the office was empty, the mechanic from the book on the table (next to the lamp) held nothing. Maybe that should have held a note of some kind, I don't know, but that does come out as a surprise to me. I missed it the first time I played the prototype, so I think you could have added a timed note on screen, or another object (like a post-it note) to go near the book. Another problem is the audio, there's none. Maybe just a piece of low elevator music to play while the player is moving around the office. Even footsteps would break up the monotony of the prototype. 

I think the look of the game is great, the models are fantastic, the fast-moving clouds giving the feel of the player plane's speed. The ship battle below, including the particle effects, were done nicely. Selling the idea to the player that this is a battlefield. The problems I have are easily heard, or lack of, there's is no sound effects. Maybe not from the battle, they could be distant but the plane's propeller and the engine should be paramount for a plane driving game. The settings and the quit button also don't work, it is easily taken care of from an alt + tab but for ease of use, I would recommend adding at least a working quit button.