Simple execution, love the creative use of the cake theme
MikaelStudios
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This is an awesome entry, the best I have played so far, with good and innovative mechanics, and appropriate
Would have made the slow-down option a button, or at least had a level to teach the play how to use it, cause the swipe-up was actually intuitive just difficult to remember as a first-time player.
You merged simple concepts and executed it well
Go ahead and publish this, awesome entry
First of all, creating an large world game as a solo developer for a game jam is hugely ambitious and impressive in itself.
The overall look and feel of the world you've created shows promise.
The visuals and environment design demonstrate your skills and have potential for further development.
However, there are certainly areas for improvement, especially in tying all the elements together into a cohesive gameplay experience:
I was often unsure of what I was supposed to be doing as a player or what the goals and objectives were meant to be. Some more direction and tutorials would help with onboarding new players.
The controls and mechanics could use more polish - I found myself falling off the map in certain areas as I tried to explore. Smoother controls and collision detection would enhance the experience.
Expanding and connecting the gameplay loops and different mechanics you want players to engage with will help tie the world together. Right now, it feels more like an environment to explore without clear purpose. Defining the core gameplay will make exploration more meaningful.
Overall, you've done fantastic work in building the foundation and showcasing your technical skills in this solo project. With more time to refine the mechanics, add gameplay loops, and polish the player experience, you'll have something special on your hands. Keep up the creativity and effort!
My highest score is 32, pretty fun
Very similar to a game called Chameleon Run https://play.google.com/store/search?q=chameleon+run&c=apps&hl=en&gl=US
Nice looking character, love the glow effects
Difficulty can be improved
I like the concept of your game! The skybox is cool, and the UI is awesome. I think you have a good foundation here.
Some feedback:
Spamming bullets: This can make the game too easy and repetitive. You could consider limiting the number of bullets that can be on the screen at once, or making the bullets do less damage if they are fired too quickly.
Simplistic gameplay: This is not necessarily a bad thing, but it could be improved by adding more variety to the enemies or the levels. You could also consider adding some power-ups or special abilities that would give the player more options.
No sound effects: This can make the game feel a bit empty and lifeless. Adding some sound effects would help to improve the overall immersion.
Destroy particles that are too large: This would help to keep the screen from getting cluttered and make it easier to see what is going on.
Cool skybox: The skybox is a nice touch and helps to set the scene.
The least challenging game I played this jam: This could be improved by making the enemies more difficult or by adding some more challenging levels.
No reason to not hold the shoot button: You could consider making the shoot button automatic, as is the case in most other bullet hell games. This would free up the player's hands to focus on dodging enemy fire or adding some ammo.
Awesome UI: The UI is well-designed and easy to use.
Y position of some objects is offset wrongly: This can make it difficult to hit some enemies or objects. You could consider adjusting the y position of these objects so that they are easier to hit.
Overall, I think the game has some potential, but it could be improved with some additional work. I hope this feedback is helpful!
I would love to know the history of the development of managing 10 people wow
Quite an interesting game you have here
Love the character design, looks like a blend of Terminator with an African girl
The animations were ok
LOVED the music (all 3 of them)
A lot of things felt off to me, and I would try my best to provide constructive criticism :
- The UI would be good but was stretched and wasn't implemented correctly
- Platforming controls would have been more responsive (research better platformer techniques like Coyote Time, Jump buffer etc)
- The background looked cool but wasn't implemented correctly
- Getting a new gun changed the bullet graphic but doesn't change anything to gameplay (most games that feature a gun, your pistol performs differently from your machine gun to change your gameplay style)
- No win-or-lose state (if I fall infinitely if I miss a jump)
Nitpicks:
- Arrow buttons are a bit too wide from each other
- I can't jump and shoot at the same time
- why is the game over 100mb
You adhere to the theme, a pretty ambitious plan to make a racing game in a week
It plays nice, I do get stuck sometimes
Noticed that the economy system is missing so I can't really progress even though I got teased to get new cars and unlock levels
Awesome art, especially the splash screen
I don't really have much to say about the gameplay its serviceable and good
Love the fact that I can sideswipe the AI car to spin them around
Nitpicks:
- Buttons could be bigger
- Checkpoints debug boxes could have been disabled for the release build
Solid Entry
A very good and smooth experience, you went for a small scope and had a great execution
Gameplay was simple to understand and the powerup was fun, wished I had more of that
Couple of things you can improve on:
Gameplay:
- The second jump is affected by gravity that means when the character is falling down and I use my second jump, the jump is slower compared to if I haven't reached the peak of the first jump
- When it comes to jumping in platformer games, there are many ways to make it better with concepts like Coyote Time, Jump Buffering, Faster Fall, Edge Climb etc, you can research these topics and enter a rabbit hole of perfecting platformer jump, but that doesn't take away how smooth and responsive your controls felt
- You could have juiced up the gameplay but adding particle effects when you jumped, landed and destroyed enemies, and the sound effects you implemented did a good job of providing feedback
Art:
- Really pretty art kudos to the artists, but the character felt less detailed compared to the environment and you also had a mix of enemy characters that didn't match the art style
- Loved the flag in each stage, I wish you went for a more moving looping background with a parallax effect to overall increase the quality of the experience
- In level 1, the green platforms and the green background somewhat made it hard to distinguish the two, you could have considered the contrast or just slapped an outline on the platforms
- Can I appreciate how clean the UI looks
Nitpicks:
- If you are going to use an AI-generated voice, at least make it sound African and anyone in the team could have voiced it
- Not a big fan of long expose before the gameplay, but I am also guilty of that crime
Love the opening sequence, probably a bit too long that I forgot what it was about
I was expecting a horror game just to find a platformer, that's how spooky it felt
Great vibe; awesome use of ambient sounds, music, colours and particle effects
The different levels were great platforming challenges
The platformer needed tighter controls
One thing I noticed was you needed to remove your finger from the jump button to make it jump; it should have happened instantly (messed up my jumping aim)
This is a top-class game, with smooth controls and a pretty evil theme
I would say probably too evil, you got probably hit zombies or other cars
The only jank I saw was when you rolled over people, the car would have a hard time moving afterwards (P.S love the way time slows for a bit when you hit someone)
From a concept standpoint, the game is pretty awesome
You are a zombie destroying other humans, which is probably very creative
The gameplay is smooth and straightforward with a lot of tapping to kill
Progression of enemies tells a story of how you are a zombie wreaking havoc
Improvements and Suggestions;
Enemies don't deal constant damage which is weird but works well balancing
Instead of shooting bullets what about you spawn other zombies
You can have other abilities like bombs, missiles
The Graphics is readable but can be improved by adjusting the lighting and a few colour changes
A short simple awesome experience
I love the African reference
Great lighting for mobile, awesome effects and soundtracks
Nice and minimalist UI that was consistent all through
The most fun part of the game was the boss battles which had awesome animations
The boss battles felt like they needed two fingers on the screen for me to be effective to defeat them
This is a solid entry, awesome job
Lovely graphics with well-baked lights
Quality polishing and player feedback with the camera shake and damage particles and enemy knockback
Good difficulty curve with enemy variety
Not much to say than a simple concept executed well
Good entry, would love to see an upgrade shop in the future to add more depth to the gameplay
Lovely concept, I liked the story and theming here, very educational
the game plays well, has nice controls, lovely graphics
The difficulty progression is decent, at some point, it was very difficult to hit all of them
The icons were pretty self-explanatory on what they do, so great job on that
Wished the earth became blacker as it loses health
And the missiles mechanic is fun to pull off
Wow, this game is an excellent entry
Probably the most fun I had in the game jam
I love the African aesthetic and it seems to have a storyline going on, but that can be explored more
The art is beautiful, and the UI looked good but had some inconsistency, especially in the lose/win menu
A good amount of content was in the game to keep me playing for about an hour trying different relics and characters
It got really difficult at level 6 upwards but it was fun to experiment, the game would benefit from being a roguelike cause had all my stats reset every time went up a level
The polishing of the game is awesome, and the music was good
An issue was the balancing of the levels and relic:
Some relics felt really powerful, and some were too weak
For example: the blue vial relic does not have a good tradeoff, and the flute is really powerful but you have to be lucky
Shango was the weakest character in my opinion and but it was fun messing around with other characters in different levels where I got stuck
My brain could not calculate some outcomes so having a helping UI would be great
Great entry, love the concept and execution
Lovely art and graphics, really loved the character and enemy designs
UI looked great and cute but inconsistent in some parts, I couldn't see my score and timer cause the colour was blending with the background
Controls felt unnatural but functional, it was a creative twist on the theme with a shooter genre.
I couldn't pass level 9 cause the boss was hard and also the jump didn't work sometimes
Noticed the google play login and the leaderboard, because I couldn't see my score the leaderboard had less impact on motivation to keep playing
Great work adding monetization features so we get to see the potential of it being monetizable
Good entry, the game has the potential to be more fun
Had the potential to be really fun, but the physics were a bit out of touch but fun to mess around with it
The flipping in the air was a bit rigid as it seems to always reset my rotation
And the level design would have some parts that would be unpassable, you could experiment with unity sprite shape, for cleaner curves
The minimalist art looked great and reminded me a lot of Alto adventure
UI was consistent and looked good
When I lost, I wished I knew my score and high score in the game over menu
For a bike game, the tyres of the bike didn't rotate which was weird
Nice ambient sounds to drive home the desert feel
Great art, Great UI, Great idea, but lacking in execution
Great job