Nice :D I didn't know about this game, but friend of mine told me after we've created Make'em Cringe. Btw it seems that this game is on steam now :D https://store.steampowered.com/app/270630/Haunt_the_House_Terrortown/ In case you want to recall some memories :P
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Oh that's a great video, thanks a lot for playing! It was a pleasure watching you :)
Game itself was twice as long, but due to how game jams function, we've decided to shorten it so that most of the people can make it to the ending.
Also we had plans for making a second floor, so that we need to manage much bigger building, but as for a bit less than 72h game (we had to finish it quicker), we thought that it's wiser to make game smaller, but more polished.
Anyway, thanks a lot for your feedback and if we ever decide on building upon this idea, we will surely make it a longer experience!
I'm really glad that you find this review helpful :)
Probably I've mentioned most of the things I had in mind in the feedback itself (I wish I could make it even longer and give better tips, but firstly I would probably need to develop myself into storytelling a bit to do that, so maybe with some future projects of yours :P)
Also I wanted to ask you if there is a way to hear the soundtrack of the game, as I would really love to do that in some free time :)
Thanks again for this experience :)
I herebly announce that you were worthy of hearing my critisms on this game.
You made a wonderful take on the theme, I for myself could just feel the cringe in all the dialogs and (apparently not in singing as you wrote on discord, it was really cute :3) character development.
Characters are really well drawn, backgrounds are pretty good fitting (I was so into the story, that actually I forgot I will be rating the artistic part too :P). Maybe the only concern I had were the options we had on the bottom of the screen (they were a bit too overwhelming, before I've learned to just ignore them) and maybe it would be great to add some more character expressions, or pictures (like the pond).
oh, meteor was really cool, sad that he wanted to use it only once :P
You could say that visual novels don't have much of gameplay aspects, but it's not true! I really loved that I had some options to influence the story and that they really had a meaning (I've missed understood what 'I like the Adam' means in terms of just that I wanted to ignore that other girl and ended up getting on him and it really made me giggle a lot when I understood what this option really meant :P).
I wish there were even more interactions, but I know how it is with the time on the game jam and so it's totally ok :) I'm already impressed on how much content you have in it!
Music is great, I've loved all the music parts that were used, transitions between them are great! And it's probably the first game jam game I've seen that has vocal song! And that's amazing, it went really well, especially with ending when you sing together <3 That was really something.
Game itself is really well written. Story starts interesting because of the idea itself and great jokes, dialogs and just character development (the way Robin starts to look at the world with every attempt is really fascinating). I was never good with writing stories for games (I envy you :P), so I'm really impressed how well you engaged me and that I really wanted to make Li happier this all time.
Game ended much faster than I've expected (even tho it was much longer than I've expected before playing :P), but ending is really heart-lifting and you left the smile on my face, so it's already a sign of an amazing game, when you make someone happier even a bit.
Well, thank you. I'm really glad I've played your game and I just wish you all the best!
Thanks a lot, I'm glad you find it as a challenge and not as disadvantage, as it was kind of out concept, to make people learn the game by the feedback we give them.
And yup, it's not just a typical, egocentric and naughty ghost, it's a lonely and actually good-hearted one (might not look like that from visitors perspective tho) :P
Ok, time for some serious critisizm!
Can't describe how beautiful it is. Just pure masterpiece!
It really has a lot of calming atmosphere in it and you just feel like exploring the world (seriously, you could just make a huge map without any interactions and I would just spend hours exploring it :P)
If I were to advise something, maybe it would be about consistency of art. For instance stars we are collecting are much different from the one that is shown in the UI, so it confuses a bit (it's good to stick to 1 version as message can be a bit unclear). Also I kind of felt like the button was a bit too out of this underwater world (hmm maybe if it was blue?). But apart from that masterpiece! I wish you win the graphical part of the competition.
Very smooth and adorable, it was a pleasure to move around, bounce of those cute animals and probably nothing to add here. I just wish the game was longer so that I can dive into it for much longer time.
Oh, that's one of the best game jam soundtracks I've ever heard, just wonderful job! I'm listening to it all the time now :P
It's so well fitting, beautifully made and just perfect.
If you could make the transitions between music fluent, it would be just so wonderful. While scenes were changed you could get taken away from the climate for a bit, because of sudden music change.
I love that very delicate story and how nicely it's presented in gameplay and art. Really makes it a whole! World is interesting enough to just wander around and enjoy your time :)
One of the best games I've played in a last time, just made my mood much calmer :) Thank you!
Really fun game, I wish I was patient enough and good at platformers to go the end.
Definitely minimalistic game, it's not a perfect theme interpretation, but works :)
Visually game is beautiful, I really like postprocessing and glow you have used, it really makes this minimalistic game beautiful. On jump character squeezing is also great idea, adds a lot of life. If I were to advice something, maybe it would be good to add some screen shake on landing and hitting objects like spikes, opening doors. Also some particles while moving, landing might be a good idea. Apart from that really nice.
It was pretty ok, maybe if you could make the music loop a bit better it would be perfect.
Very enjoyable, I like the movement and challanges we are facing. Maybe it would be good to make falling a bit faster, as it was sometimes annoying (or add contol on 'S' to quicken landing).
Game leads player pretty well, puzzles and levels are interesting. I would just suggest to make checkpoints room related. When I was dying on these wall jumps with spikes, I was taken all way back to previous checkpoint and had to go far way before reaching next point, and I've died many times there. It caused me eventually to quit the game. If there was 1 more checkpoint, it would totally change my attitude (it's not good to make player repeat part of the level he already beat.
Very nice submission, I wish you had more rates. Good luck :)
I'm really sorry, but I couldn't finish this game (I'm probably bad at games like that, so I've died like 6-7 times and watching this cutscene over and over without a possibility to skip made me too impatient).
But I really enjoyed the idea and that part of the game that I've seen, was really something.
I think that theme interpretation seems good, I've rated even more, because your game definitely is (less deaths, more pleasure), so I've found an additional theme interpretation :P
They are great! Minimalistic, but well drawn, stylized, with interesting cutscenes and nice particles.
Great job on that :) Not much to add here.
PS: If you made that glass shatters into smaller parts it would be amazing.
Your game feels really unique, even tho it's mix of some game ideas like MGS (hiding in a box), but that's really well made and I had fun with all the referenced you have used.
Sounds are really good, I had problem with the music as it sounds a bit like some random notes, but at the beginning when I was doing music for game jams it sounded similiar :P so I know how it is to create for game jam. I'm really glad you made it yourself instead of downloading, that's really impressive.
Gameplay is smooth, not buggy and well fits the plot itself. I've enjoyed that there are decisions to make, it adds a lot of depth to the game. Maybe if there was some indicator about reload time for our shots, it would make game even more understandable, as we know what's the cooldown etc (it can be simple loading bar or sth.
You lead the player well (arrows are great idea), story seems simple, but is very fascinating :P
But you made it really punishing for people that die often. Dialogs should have an option to skip them, or there should be some checkpoint system, that would respawn us before the decision to kill or take. That would minimalize ragequits like in my case :P
Anyway, amazing entry (hope to play it to full extend one day :P) and thank you for putting so much work into it :)
Thanks a lot :)
DerpCat is a really talented artist definitely, so I'm really glad that you've enjoyed it.
Poem/Analysis would be an amazing idea (that might actually work really well), but unfortunately all that text/transition stuff was made 4h before jam deadline, when we all agreed on just putting some of our assets to the game instead of just resigning. So didn't have much time to think of any interesting idea, but surely I will make use of your feedback in case of future gamejams :) Thanks a lot again
Got 1272 points :D Pretty addictive, had to spam space bar to make me stop :P
Superb approach to the theme, you can definitely feel how intense the game gets when there are too many boxes. Good job :)
Simple, but clear and you did some polish like particles, so that's good :)
Actually not sure what to add, maybe some post processing would make it more graphicly appealing.
You can also try to change on the style and do something more glowy. So that all the cubes have their color, but they got emission material attached to them. It could also look nice :)
What a cheerful idea. I've seen many color related games, but this one really got me. Great experience.
Also simple, but very well made, both sounds and music. Ear-catching definitely :P
Fun, no bugs. A lot of variety and requires thinking, what else you need :)
Also pretty good. I really like the tutorial (having a preview of the mechanics there is a great idea!), you really need to learn management to get into the rhythm and ye, I love the option with space to spawn, really helpful.
Maybe at lvl 10+, 20+ etc you could add something that was in Tetris, so that boxes are spawned quicker and music speeds up a bit, so that you cant play this game forewer and it gets intense ;)
Anyway, amazing entry! Good job
Sorry to disapoint you (that's why I wrote in description to not expect much xD). Will inform you about updates if we are going to do any :)
I will add your game to my collection and will try to play it before the jam ends (sorry in advance if I don't manage to, got couple more games to play in a queue :P)
Very slimy entry (positively ofc). It's already good, but there are so many things you can upgrade to make it even better :D
Without a doubt a great theme interpretation. Apart from the obvious one, I liked to think about one more. "Less slimes is more eyes xD"
Great job here. Models are great, slimes are totally cool (I love that they get bigger and get more eyes), animations are fun. You played a bit with particles, and they are also nice, tho you can do some amazing things to improve them. First is I would reduce their lifetime a bit as on some maps you can see how they are falling beneath the map. The other thing I would do is to improve these slime particles with some decals on collision with ground. So that when this green ball falls into ground it creates a green splash sprite on collision (and it changes size to 0 overlifetime), if you don't know how to do it, you can PM me, so I can show you.
The other idea that could be nice, would be a screen shake while slimes collide or fell (just a little screen shake), it might add some weight to them (the bigger slime the stronger shake).
And it would be good to work on a UI, making it more of a cartoonish rather than default and add some postprocessing effects (vignette, grain, maybe color corrections and bloom).
I know that it was for the game jam so, it was not really possible to do much more (you did great job!), but just giving some advices on what you could do if you were eager to work further on the game.
What a great idea for a game, very entertaining and puts a smile on your face while playing :)
Music and sounds were great, they blended with gameplay so well, that I even forgot to focus on it :P
Controls are really fine, sometimes I've mistaken split with next slime, but not really sure how to improve on that.
Very good level design, you teach the player in a right order and interestingly. Every level seems to be unique and while playing I've wondered what next you will show me :)
As for beginning or ending, this game by itself asks for some cute opening and ending, but as I've mentioned before, it's for a game jam, so I imagine it would be pretty hard to do (I enjoyed the ending texts tho :P)
That was a pleasure to play and rate this game. Keep up the good work :)
Wonderful game, but I would love to see where it continues. You made a fantastic format for story-telling (need to check your other games too, as you seem to create games with pretty covers, so they are very tempting :P)
I have really enjoyed your theme interpretation and that it really affects your story and art style (getting darker). Also, not sure if it was intentional or not, but I've found the other way to interpret it (less story, more wondering :P as I felt like the story was cut off a bit early and had to think myself of how it went further).
Your art style is beautiful! Love how well you are maneuvering with colors, light and cute art.
You also had a great idea with those particles that are in the background/foreground and with their parallax. However, maybe it would be good to consider modifying them a bit. For those that were at the background (the smaller ones), they seemed like stars, or some little lights floating in the air. If it's how you imagined them, I would suggest making them spawn a bit higher (so they don't appear on the ground tiles)(also you can duplicate it and make another, even smaller version that moves slower on parallax), or use some layer mask for the ground and for those bigger ones that appear more rarely. It might be good if you tried spawning just a little more of them, and they can overlap ground. It might give a beautiful multi-layer effect, that might look a bit more natural.
One more thing that I would recommend is the jump animation. I felt personally like there were 1-2 frames not enough to make it as the same fluency as walk animation (he basically teleports his leg while in jump, and it would look really well if it was a bit smoother).
PS: Beautiful font choice and I love your text boxes and text shake, it looks amazing!
There are many story-telling games, but yours feels truly unique. I really enjoy the idea with Valorie actually hating light and (at least how I've felt that) how it influences her behavior (aggressive, anxious, like many people that are insomniacs or spend their entire time apart from the entire world (like me basically :P)) I also very enjoy the motive with lighting off the lights. In many games it's usually the opposite (to make graphics pop up more and more throughout the game).
Amazing sounds, they fit game really perfectly. Great job on changing the pitch, so they don't repeat and make the game very depthful.
As for music, I've noticed you didn't make it, so unfortunately it lowers the score a little, but choosing the right music for your game is also very challenging and when done properly, gives the game it's wholeness. And I have to say that you did that perfectly. Music is beautifully chosen :)
Even though your game is not about gameplay itself, you've connected it with the story really well.
Obstacles are not frustrating, and they are also ideally challenging, so it adds a little of variety to your game :)
Again, beautifully made. You lead the player well, interactions are interesting and story gets you into. I just wish it was even a bit longer, and so we can see how to progress (maybe one more event after this tree, like walking in complete darkness and maybe realizing how lonely it gets (just one of my interpretations after the game)). I really appreciate the last line you write at the ending. There were some games that didn't give any feedback at the end, and so I felt a bit unsatisfied. Just this one line was enough for me to feel that 'ok, it ended, what a calm-hearted story', so thank you a lot for that :)
That was an amazing, pretty short, but intense experience :)
Ciao! (I'm not Italian, but trying xD)
I really enjoy your idea with free educational resource, it's truly amazing!
As for equation it was something like X + Y - 5 = 6 or sth like that. So I did try several situations: mostly setting Y with the same value as -5 to make them reduce to 0 and then X to 6. So for instance 6 - 5 + 5 = 6
Maybe in Poland we write "power" in a different way too, have no idea :P If you ever want a multicultural version, you can study how this thing is called in other cultures :P and make a choice in a menu, so that people can choose the one they want :P
I'm glad you could have some dopamine from me, it's good to smile a lot in life :)
Hahaha it's so much fun :D Please tell me you were secretly working on next 50 levels so I can play it more :P
Wonderful attempt to catch the theme in it's fullest. Definitely you can feel that game gets significantly harder with many bugs (it doesn't mean it's less fun tho :P i've loved smashing my keyboard and spamming all kinds of attacks).
They are great, bugs are lovely, UI is for sure the best I've seen on this jam and you really tried to get as much from it as possible (I love Bob!). From what I've noticed, you made a great use of particles, but they die instantly, which makes them look a bit unnatural (I know it's a small detail, but many details like that can make player search for mistakes, and we don't want this creating a game), so I would recommend setting SizeOverLifetime to curve that goes to 0 at the end, or setting ColorOverLifetime alpha go to 0. It should make blending of those effects a bit better.
Also it would be good if you've indicated that bugs were killed. You can do that by doing some simple puff particle on them or for instance creating a sprite variant with 'X' instead of eyes with a bit blanked color and disappearing by scaling size overlifetime, it might look pretty good ( I can be mistaken tho).
The last problem I had was with placing towers. It was hard for me to estimate where I can put my cute bug and where not and it made me a bit confused at some moments, especially when I wanted to place a bug during the wave and I couldn't place it. (would be also good to have 'back' button, so you can easily go back to playing without placing anything)
I'm a big fan of Tower Defense games and I've seen many amazing entries on the past jams, like having tower defense on your keyboard etc, but your's is something else xD I'm waiting for steam release, no excuses :P
Sounds are really cute and well fitting, music on the other hand is also good, however same problem as with particles. If you could blend it a bit more, make some transitions so it's smoother then it would be an amazing piece to play to!
Oh loved it, just not enough levels :P (enough for gamejam, but I'm hungry for more!). Game has a great potential to build upon, lovely atmosphere and artstyle that would definitely fit many peoples needs (there are many tower defenses like: Kingdom Rush or Anomaly that are a bit harder on the way they are made) as it's really friendly and feels really positive (It even has a lot of room for pretty good plot :P)
Amazing job on leading the player. Menu is so wholesome and fascinating. You give information in a very pleasant way and teach the player how to play before he even enters the game, that's very good idea. Game itself gets harder with every level pretty well. Maybe I felt a bit too strong on last couple of levels where I just had enough money to demolish any wave, but it's the matter of creating other enemy types etc. (Boss would be good). 'Kingdom Rush' is a great reference for that, they have used so many connections between towers and monsters that it's a great base to learn from.
And it's also good to reward the player after he beats entire game, even with simple art of happy ants or anything :P (Actually I was so overwhelmed by your game that I didn't feel the need for that, but it's useful to have).
THANK YOU! Don't dissapoint me with next levels xD
That's a definitely a wonderful entry. I had a lot of fun with this really creative and engaging gameplay! Lemme try to be helpful somehow.
Hmm actually it might be the part that I had most problems with. It might be just me, but I really struggled with noticing the theme in the game (I mean that no matter how I've played I felt that not much is influenced by the way I play). Sorry if it's because of me being blind >_<
Oh you did an amazing job out there! It might feel very simple, but you made that simplicity truly elegant. You've chosen great color pallete making everything clear and well fitting, made that little effect of squares floating up and down in a pretty way adding a lot of life to the environment.
You've made a nice transition between levels and your UI is beautifully done (love those little info boxes, you even put ideal amount of information out there) Great job on that!
Actually there's not much I can recommend here, maybe you can try to play a bit with postprocesses (be careful as they are pretty rough on webGL builds), like adding things like: chromatic abberation, little bloom, vignete or grain. Just some loose idea, you can tweek with the values to try something that would really fit your game.
Another thing might be adding some life to some things like enemy spawn, or death. You can try creating some particles that might fit into the style.
Oh your game is great in that scope too. Never seen something like that before. Easy concept but makes for a really good game. You can easily try to add some additional content like maybe some: portals, keys etc to make place for more variety of maps.
Sounds were pretty good, but you can try to randomize pitch by just a little every time you play the sound, so that it doesn't get too repetitive over time. I really missed some relaxing, calm music in a background, it would feel really good. Music is really important part of the game, so it's good to not forget about it.
As I've mentioned earlier, gameplay is easy, but creative and requires a lot of thought at further levels.
Great job on that.
Game felt really good, from the very beginning to the very end (I really appreciate that heart at the end, it really satisfied me beating all the levels). Difficulty level progresses really well (maybe I would just add 1 level between 1st and 2nd with difficulty between them, as it takes a little time to fully understand mechanics of the game, but apart from that rest of the game was great.
Thank you for that lovely submission. That's another amazing game from that jam :)
That was very fascinating experience. There are many elements that could be upgraded, but overall I had a lot of fun.
I like the overall idea of the game and it fits the theme pretty well, but to make it more connected to gameplay I would reduce the amount of money we have, to really make a difference if we don't 'seal the deal', as it didn't really matter if I did good or bad.
Oh, very tricky part, as some parts are beautifully made (characters, backgrounds for 'seal the deal' etc) and some elements are not really fitting rest of the game (room furnitures, seal the deal racing). In art consistency is really important. You can have very basic game in terms of art (like minecraft for instance), but if everything in that game follows the style you have used, then it's much harder to point any mistakes and look negatively on that part of the game (minecraft has everything cubic, even sun and water :P). I suppose it's the matter of time as it's just a week and you did many very high level arts there (they take time), so I hope that one day you can finish it :)
Oh it's really innovative and I love the ideas with dialogs connected with minigames.
Also if shopping in real life was based on 'seal the deal' I would be rich by now :P
Sounds were well made and music fits game great.
Loved that voice at every seal the deal, it gives a lot of depth to it :P
Very enjoyable and there is a lot to build on. Really wish to see where you take that idea.
Game feels as a whole, is rather interactive (good job on those particles while changing side (you could add little screen shake out there to make it even more immersive). Would be great to see some story-telling in it as you can really easily dive into the climate here.
So overall, great job and thank you for participating!
It was supposed to be a rogue-like in which we need to kill bunch of enemies before entering next room.
Every room randomized us 2 effects (1 less and 1 more). It could be for instance: less space (smaller room), more enemies. Or less health, more damage etc. Effects would stack with each room, so game would get harder and harder the further we go.
We had prepared also some Boss ideas (1 got almost all the sprites) and items that you can find randomly in the game.
Warning: Be careful before playing this game as you can get a serious heart attack.
But anyway, I had a lot of fun playing it :P what a simple, but wise idea.
Oh that's probably my favourite theme idea on this jam by now. Literal, simple, but very well developed and fun.
You can't call it a AAA game, but visuals are very well paired with the climate of the game.
Actually for the first time, I have no idea what to advice, as I have no idea at all what could fit the style :P Just one simple thing that got me confused was the 'power' sign. I was almost sure that in writing form it's '^', so I didn't really know for several rounds what I was supposed to do, but when I indentified this little dot, I could play further.
Definitely it's innovative. Unfortunately, I'm not sure if it would be the type of game that you could work on to publish on steam, but I might be mistaken and if you make me wrong, I will buy it (unless you put a ridiculous price for that xD)
Sounds are really good. As for music I really enjoyed it, but it would be good if you worked on blending a bit, so that it loops well. You really got me with speeding up pace on Play, that was amazing!
It's a lot of fun, even if those equations are very simple, they are really intense xD (I've studied IT, so I had a lot of maths out there and still struggled a bit with this time pressure). I've got stuck on one with X + Y . I'm pretty sure I've solved it well (tried several different possibilities), but I couldnt get to the next one, so I might have missed something. But it was fun nevertheless :P
Great entry, my first impression was rather mediocrate, but you positively surprised me and it's one of the nicest entries I've played. Great Job!
PS: And sorry for so little constructive feedback, I really don't know what to advice for the first time :P
What a lovely game. A lot of beautiful work put on in it. At the end my expectations weren't fulfilled unfortunately, but I shouldn't have so much hopes on a gamejam :P
Amazing approach to the theme. It was clearly visible both in gameplay and artstyle, so huge plus on that.
Amazing stuff out there, it surely has some inspirations from 'Baba is You' (artstyle, transitions etc), but there's a lot of unique content too (also inspiring is also important, so no shame for that). Loved how smooth everything was. Background with those beautifully made particles really gave you that calm and dreamy vibe which was awesome. Interaction with the world was well done (you could really see your influence. So basically I have nothing to say out there. Actually the only thing that I considered a bit out of style was this trophy at the end, but apart from that, everything was wonderful.
Definitely a great idea. It would make a very good game on steam (ofc after enhancing). The idea itself is also so well designed, that if you were eager to create any story for this game, it would be really easy.
Sounds are really well fitted (maybe you could randomize the pitch by little, as we hear the same sounds over and over and some variety might do some good). Music was great and it gave a wonderful calm climate to the game. If you could just make it a little bit blendable between each loop, as I could clearly notice when music was starting over and at some point of a game it made me consider it as mistake (and mistakes are good to avoid I believe :P).
Pretty easy to understand (tho it's a bit confusing at the beginning (maybe some even more tutorial-like level at the beginning? Dunno really) and with a lot of potential to build upon. Also quite entertaining, I had fun with all of the puzzles.
It was all great. You really led the player well (All next puzzles were explaining the next ones very well). Game felt alive and it was wholesome, to one point :P Maybe it's just me, but I felt a bit unsatisfied with finishing the last level (it was even outlined in a different style, so by default I've understood that it will be special!) and well it was, it had one-more-water flower out there, but I wish there was something else (maybe 'choose level' scene would have a different design' or I would be taken to credits (even that would give me some kind of satisfaction), but I didn't get that, and I tried doing the last level like 3 times as I thought that maybe I've missed something.
For that I had to lower my design score by 1, so you won't get all 5 from me this time :P was close tho, unfortunately endings are really important as player stays with what he felt at the ending.
Wonderful game anyway, and big thanks for creating it!
I have been following this game's progress from day 1 on twitter, so I already knew that it will be an especial game. I could clearly see that your game design skills are on an amazing level, but I got surprised nevertheless.
Limbo-like storytelling was a great idea to fit the theme. A lot of content, questions, mysteries hidden beneath very simple design. And you know what? You nailed it. I even felt more into story and characters than while playing Limbo, so that means something.
You've added a lot of love into this I can tell. Making minimalistic games that actually work well aren't that easy. Your game really needs to be smooth, consistant and in the same time tell story with the environment. Animations are definitely smooth and wonderfully blended, world is interactable (reaction particles etc), color pallete is really well suiting and you can definitely feel the climate of the game on every step.
The only thing that I would point out, is that bomb's look doesn't represent it's actual size. It might seem like a small detail, but in games that require a lot of precision to beat, it's really important to make gameplay clear.
There are of course many similar games in case of storytelling, gameplay etc. But in this case I would say your game is definitely innovative in it's overall look. The experience I had was very unique.
Oh dear, definitely best game I've seen on this jam in terms of not only music, but all the things you did with transitioning, timing and playing with other settings. You really made a great use of music in your story-telling. (I would be grateful if you could send me scores from your game, would love to listen to them in a free time).
Sounds are also beautifully made and fitted. The ONLY one I had problem with was tweeting of our bird. It felt a bit too sampled (might be just me tho).
Very well done. Movement is fluent, responsive and easy to get used to. Maybe the only thing I could add would be about bombs, but that's what I've mentioned earlier, apart from that: perfect.
What can I say. Hard to make it better. You did great job at leading the player (this little fisho-creature that flows from one flower to another & other white elements), using environment to show danger (those hands). And many many more...
Just congratulations, as you've created art ;)
Haha, I suppose that record is mine (oh I couldn't post the screenshot as I got an error)
But let's get professional here :P
Probably it will be the hardest part to rate as I couldn't get far enough to feel the influence between distance, fuel, speed etc. I assume that if game was a bit easier to play, it would be much more visible with time progression, but as I said it's really hard for me to rate how well you did there.
Actually I liked that part. Maybe car model was outsourced, but never the less you made an attempt to create environment yourself and what's even more important, you tried on creating interaction between art and gameplay (and that is impressive!). So first of all. Your idea with menu was incredible. I love myself making games where already in menu you learn the mechanics of the game and not just click the button, that was really great! (Would be great if you disabled crosshair as it's not really important in the game and it takes some attention). Same with trees in actual game. Use of them as obstacles is really wise choice, however you would need to place them a bit more carefully, as road was not possible to cross at some point.
As for tree's visuals it's a bit unclear what is their shape so it was pretty hard to manouver around them, maybe it would be good to change style for something more clear like lowpoly (https://3dwarehouse.sketchup.com/warehouse/v1.0/publiccontent/c343204c-de19-41a2...). It should be easy to model (there are tutorials on YT) and it would be much easier to place them well.
Also in art consistensy is really important. When you play a game where 1 object is significantly better made than others, you start to see mistakes, if you want your game to look good, you don't really need high quality graphics. Game will look well if all the aspects of the game are made in a similar style (good example is Undertale or Minecraft. Art made in these games is not really 'professional' but they are consistent, minecraft uses blocks shapes for everything, blocks, sun, particles on hit, animals etc. If water in minecraft looked hyperrealistic it wouldn't fit the game). So it's really important to think about details like models, skybox, road (if you could find some texture to put on it, it might make this already much better).
As for UI. They things you've indicated were good. There wasn't too much information and was easily readable. Maybe you could use more of images UI (there are many minimalistic UI on asset store etc). People usually prefer to not be overwhelmed by text, so if you could replace it with symbols, it would be much more pleasurable). And remember about consistency, UI also must fit the game (good example is 'Totally Accurate Battle Simulator': where game itself is minimalistic and so is UI).
There are many games that are race games on some air-placed roads, so if you were to upgrade this game in the future, you can think about making it more unique at some point. Maybe you can use the bugs that you have (bugs don't need to be a problem, 'Goat Simulator' or 'Team Fortress 2' is a great example. So maybe you can even enhance on that. Put some bouncy material on the car or sth, to make ragdolls even more crazy, or things like that). Just a loose idea, but think of what game you would like to have/play and try to aim in that direction.
I'm actually very impressed with the controls, they are really smooth ( I have no idea how you did it), but I also have no idea what is the connection of the car and the road, but clearly there is xD
I think it would be better to make car independent of the road, so that it can fell easily, it wouldn't feel so weird while driving. Apart from that it's good to plan gameplay the way it's enjoyable for everyone, so you start easy and then it progressively starts to get harder and harder. You have placed many curves really close to the beginning of the game and it was really hard to get further in the game (as developers it's always hard to measure the difficulty of the game, as you playtest it a lot and become good at it, so always try to make game a bit easier than you suppose it should).
Sounds were good, same for music. It went well with the atmosphere of the game and was very enjoyable :)
One of the main principles of Game Design is to make game a whole (a continuous story). When you stop the music and give player a wall of text after entering Play or Credits, it really throws you our of game atmosphere, you should really avoid that. Keep music continuous, if you want to change it then fade in and fade out so that it doesn't hurt your ears. Same with game itself. People usually don't like to read in games, especially walls of texts. Choose only most relevant information and it's best if you try to teach it player in gameplay itself, like you did with menu (you learn gameplay by driving the car in menu), so instead of giving people texts, maybe you can indicate somehow (arrow, outline or anything like that) that player should collect those fuels etc. You can watch Game Maker's Tool Kit and see some references in other games, as it's really good to notice how they attract the player.
Oh it was kinda long :P Hope it's helpful somehow.
Thanks for making this game, I had a lot of fun in it (some bugs made it really enjoyable :D) and I'm looking forward to seeing more from you!