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Shaur K

12
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A member registered Feb 03, 2023 · View creator page →

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Shaur Kumar: This is just a solid Jetpack Joyride-esc game that really leans into it's cutesy aesthetic  (for the most part). The movement feels clean, the UI is clean, the artwork is clean and the core gameplay loop is basically perfect. For some additions, I suggest a changing background as you go farther into the map, similar to Google Chrome Dinosaur or even Jetpack Joyride, to show progression to the player. I also think being able to purchase more items that affect gameplay directly from the store instead of just powerup upgrades and trails would be awesome. Overall, this game is definitely setup for great success.

Shaur Kumar: I like the concept of this game, very Vampire Survivors esc gameplay. The general look and feel of the game reminds me of CoolMathGames nostalgia, and I really adore this style of artwork. I don't fully understand the reasoning behind making the world infinite however. I believe that there should be a set play area or there should Be something in the world to discover, including maybe making it so the different biomes mesh together better. The enemies also spawn in waves way too fast, so I believe that there should be a buffer time in between waves. Perhaps making it so you can only purchase upgrades in this time, tying it to an npc that spawns, could really work. I recommend looking into the nighttime sections of Atomicrops and taking from there.

Shaur Kumar: I love the idea of this game, as a huge fighting game player myself. Some general comments I have regard mostly game feel, specifically in how hitting an enemy, whiffing and damage works. I feel the attack animations are too fast and are always cancellable, which to me fights against the intention of a fighting game. Adding startup and endlag to all moves would help a lot with this, with attacks being able to cancel endlag into your special "A" move if you hit. Whiffing should always have endlag -- this prevents mashing a really good button over and over again to cheese fights (or allowing the AI to do the same to you). Otherwise, the ability to choose characters and unlock them between stages, or a more traditional "classic" mode with a different layout of stages for each character would really take this game next level.

Shaur Kumar: This game has a very epic huge world, but lacks much reason to explore it. The ability to kill story important NPC's is really funny. Some enemies or other incentives to explore the world would definitely help with this empty feeling and improve the story quality. I feel like this game hasn't fully decided what it is trying to be, but could very easily turn into an exploration 2D top-down Zelda-like game. Side quests is also another method to fix the lack of content in this game. The map design should also be changed to produce more variety instead of rivers, grass, and roads. Maybe a desert theme, etc to help with the world building and theming any quests put into the game.

Shaur Kumar: This game had a Massive glow up from it's original form. I feel that the ways in which the enemies interact and the new visual indicators work much better than before aesthetically. No pause menu is a little annoying but it doesn't affect the gameplay all that much. I feel the teleporters system is still not very intuitive and should have some particle effects, alongside the "dangerous" red walls, especially if those walls one shot kill you. I also think a lack of i-frames hurts the gameplay experience a little, as there's no chance to avoid multiple hits from one enemy if you're going to get hit. Overall, this is a great improvement over last time, with a little more polish to go.

Shaur Kumar: I like this game's aesthetics and ideas a lot. I wish more of the chess elements were incorporated into the game, but the spikes and red evil invading pieces is not a bad aesthetic. In terms of gameplay, the game is fun and relatively quick and straightforward to understand. The final boss level however is somehow both too simple and too difficult. At first encountering the boss, a lot of what is thrown at you feels like random attacks and impossible to dodge damage unlike anything you encountered in the game. You also cannot tell when he swaps into a new phase and what that phase will be until after you have died to every phase once basically. Once you have the timing memorized in your head however, it's a trivial fight. I think that final boss should have a bit more player controlled interaction and learning on the difficulty.

Shaur Kumar: The game is fun and aesthetically very pleasing. I feel the music choice is a little mismatched to the stress of the actual game in most of the levels, but that's a minor nitpick as I feel the music at least fits the art. However, the enemies are a little unfair. With enemies traveling through walls allows for the player to be put in situations where you can't avoid damage, which feels awful since the controls can sometimes be non-responsive. The camera also feels too zoomed in to the top of the screen, and should be more centered around the player character for this point and click example.

Shaur Kumar: The game looks very cute on the surface, but I feel that there's a lack of visual feedback in-game through animations. When you find a baby cat, the cat just disappears, there's no movement animation, and the 3 lives system doesn't seem to work properly as one hit knocks you out. Enemies are unforgiving and fast, especially the large tiger in the sand level. I think overall the game is solid and just requires a few more polish tests to give that necessary feedback to the player.

Shaur Kumar: I think this game is a very interesting idea, as rage bait games like Kaizo Mario are some of my favorites. However, I feel that this game requires a bit more direction or explicit contract with the player that the game will be unfair. The cheery aesthetics and slow-paced gameplay, combined with a lack of animations makes it feel more like you are breaking the game then beating the game at it's own (for lack of better term) game. For example, in the teleporters level, the solution to climb through a platform behind you to reach the true area and do a bunch of wall jumps looks like unintended glitches. I think some animations added to these maneuvers and other positive feedback will not take away the frustration of the game but tighten up the character controlling, making the player feel less mad at how the game looks and properly getting the rage from the hard gameplay. Tricking the player is always going to provoke a worse reaction than beating the player at mechanics they can learn and improve with.

Shaur Kumar: The game looks pretty decent, though I believe that the tilemap ice platforms can get a little stale and would have preferred new ice/grounds per level area. The character controls decently, with only a few unfairly tuned jumps that should have some revisiting. I think the enemy aesthetics are a bit too cute and some levels start the player immediately in danger, which doesn't give the player a good amount of time to react to the new situation and leads to some unfair cheesy loss of lives. Overall, a very fun experience with some minor polish issues.

Shaur Kumar: I love all the aesthetics in the game, from the sound to the sprite work. It's a very cohesive artistic direction for the game to take. I think the game however requires more feedback to the player in the moment to moment gameplay. For example, getting hit by an enemy lowers your time in the dream world, but there isn't a good hit indicator/damage indicator to showcase this. The character also does not gain any i-frames and so can just take immense amounts of damage. The flying ability seems arbitrary and unnecessary to the gameplay as it stands -- it should either respawn and be required for certain jumps, or have a more dramatic impact on the gameplay.

Shaur Kumar: I think that this game is a super solid one after play testing it. I love the idea of the story line following throughout this person's life. In terms of aesthetic, I think the only problem is the translation of what was deemed significant life event to be in the game. I feel that the life scenarios since there are a limited amount of levels should be more unique and special, such as fighting for a job promotion or fighting to graduate school over the current paying the bills and bully scenarios. In terms of platforming gameplay, the character plays a little rigid, and mechanics aren't really tutorialized in the gameplay; it's more a wall of text. Cleaning up these last little aesthetic and gameplay hurdles would solidify this game a bit better.