Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Marina Dawson

11
Posts
5
Followers
5
Following
A member registered 69 days ago · View creator page →

Creator of

Recent community posts

I think the concept is also working for me too. I think it was pretty satisfying overall, and I spent a bit of time trying to get a higher time each time so that's a success in my books, I think! I do feel there are some issues with the overall gameplay loop though, I feel that the camera is a bit whiplashy sometimes and I felt a bit overwhelmed because of that. It also wasn't super obvious to me who I needed to be shooting, I think maybe some particle effects or some indicators might help let me know that I have to target certain men over others. The targeting could also use some more tweaking, but I eventually got the idea after a while!

I think that the idea here is really strong, and messed up. This works for me. I also think that the overall gameplay loop to me makes sense, the movement for me was kind of jarring since I'm not used to clicking to move around but once I figured it out it was no problem. I'm curious why a simple WASD was not the direction taken.

I also think that the visual feedback worked well, I liked that the plant was always kind of fidgeting and that the machine besos was in was moving along and seemed actually menacing. the grabbing mechanics for the plant as it throws out it's vines are super cool.

However, I think for the overall gameplay, it felt pretty slow. I caught all the orphans as they came but it just made me feel bad about doing that to them, and I wish there was a way to defeat besos, I felt tempted to try and walk all over him, but the game didn't let me have an interaction. my suggestion here would be to have some sort of indication of progress, maybe a meter or something so there's an obvious win condition. LET ME LIVE THE AMERICAN DREAM AND KILL THAT MF.

I think that the art direction in this one is insane.  it's probably some of the cleanest UI work I've seen thus far in the term to be honest, so big kudos there. I also think that the overall mechanics for the game is interesting, and I appreciate that each of the days end in a new component on the screen, I found myself stopping and reading each one. The progress bars and meters also really help drive home the overall pacing of the game and I think that it is user friendly, I know exactly what is happening on my screen. One thing to note is there is a bit of a timing issue, I found myself waiting on the bars to drain for a couple of seconds when I had queued up the tasks for the day, this is fine, but after a couple of days the waiting this becomes part of the gameplay. Maybe this was intentional, but I'd probably adjust it to be even a bit shorter, I think it would keep me in that dopamine loop and i'd feel a bit more immersed.

Overall, this game is super solid, and I think there are lots of things that are working right now. 

After playing through the game for a while I have a few suggestions and things I've noticed.

what works:

-I like the photobashing art style and the menu style for the wooden plank. I think that the choices for each of the swords are also pretty funny.

-I think that the clicking into place for the swords makes sense

-I think that the overall design for the game is good, it's simple in nature and the point is pretty clear how to work on things

what could be better:

-the unity font and the timer at the corner is probably not the best for the game. I think that this does really take away from the game aesthetically. even something like a meter could have been better.

-the clicking into place is sometimes kind of tricky, I think you have to be careful sometimes and a little too diligent about your placement that it takes you out of the loop

-the Ui for when the game is done is also confusing. the first time I played it through I waited on the game to indicate to me if I put all the pieces together because the contrast of "weapon in progress" and "finished sword" right next to each other is super confusing. I think only one Ui item at a time to show the player their progress is necessary.

what's not working;

-I think that the screen size and the sword is incompatible, there are a few times where you can't see the sword once it's constructed which is frustrating for me.

-the instructions for the sword is too unforgiving. I found myself pretty stressed, and not in a good way, about trying to quickly memorize what needs to be put together.

-I think the overall game loop needs revisiting. If you're going to have a timer then you need to throw the player a bone and give them the instructions perpetually, then the game is about quickly piecing together the sword and racking up a score. if you don't want to show the instructions then you need to give the player a lot more hand holding for how to assemble the sword and let them know when it's ready to be sent out. 

I think that the low poly environment is also working really nicely, I think that the snow effects were nice and I like how it was incorporated onto the trees. the overall player controller is a bit tricky to get used too, just think that maybe it needed some fine tuning for how the interactions work with the wind. If I were to pin point anything I think it would be the jump that's most problematic. overall though, the game was still fun and I though that the levels were just challenging enough to keep me on the edge of my seat. well done!

I think that the concept of the game is fun and it's clear to me what items need to be picked up, and which ones need to be avoided. The overall game design makes sense to me. The bigger issue is that the speed of the game is a but unpredictable, sometimes I'm going too fast, especially near the beginning of the game and it's hard to navigate because the colliders seem pretty big  so the game feels unforgiving. But then, I slow down a little too much and then the game feels too easy. I think there was some balancing needed here. Still an interesting game though, the menu detail when you die was cracking me up!

(2 edits)

I think that the aesthetic of the game works well and I like the navigation from one door to another with the screen effects, that being said, I think that the sound effect is a little grating after a while. I also agree that there could be a bit more randomization happening or some sort of notification to the player that maybe they are progressing. am I trying to escape, then make it feel like i'm sooo close. Am I lost, then make it feel like there might be a way out. I think that's where some sort of UI or music change could be interesting. 

The good

  • I think that the movement for the sushi is pretty satisfying 
  • the UI is pretty solid, its obvious that it's going onto a menu of the sorts

The bad

  • The gameplay is a bit anti climactic, I think that it can be frustrating when you mess up one of the choices, but it's not punishing enough that it's completely demoralizing but regardless, I just think the game needs something more to keep that tension up! 
  • There could also be sound added and sound effects
  • There are no title/pause screens, which means that you're just dropped into gameplay which is kinda jarring.

The Good

  • I like the art direction, super funny scene to draw out and the eyes on each of the charahcters are cracking me up
  • I also enjoy the mechanics of a quick button smashing game too, I completely get where you guys were going with this one. 
  • The UI is also pretty on theme!

The Bad

  • There could have maybe been a quick 3 second count down to start, but that's pretty nit picky.
  • I also think that maybe some visual effects or possinbly sound effects coud be used to help drive home the point a bit more. it wasn't super obvious that I was dealing with a ghost.

The good

  • I like the overall design choices you guys made, I think that the charachter looming above all smiley was super funny
  • I like the charachters movement and how they run off when they're hit 
  • I also enjoy that the charchters

The Bad

  • I think with only a few hittable NPC's you spend a bit of downtime watching the old person and waiting for the lady. that downtime really takes you out of it.
  • maybe i'm impatient but I played for a couple of minutes and no mess ups and I still didn't win. Is there a win condition?

The good

  • The sprites for the fish and sea creatures are nicely rendered and I like the dark and moody colour pallette
  • The level design is fun and it's clear that i'm progressing forward
  • The button presses are simple and easy to learn

The bad

  • There is not much in terms of the UI or any sound effects, these feel pretty crucial however.
  • I was stuck and unable to pivot my charachter around and this made gameplay difficult in the second level, it seems to just get stuck!