Great animations in your character! I really like the 'push' mechanic. I had trouble getting to some of the platforms, it was pretty difficult, but really fun! Some of the bouncy platforms made it hard to get around but added a fun challenge.
ndipaola
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I like the theming of this a lot, interesting use of gameplay mechanics to make a story. It was exciting to see a new color palette and music every level. Movement is really satisfying and unique, especially the jump, and enough difficultly with level design that it took me a few tries for every level
Good level design! The platforms were evenly spaced on first area, and the coin collection on the second area led to some satisfying movement. I like how the dragon comes in as a surprise and you leave it up to the player to learn they will need to run away from the dragon to win. Cling mechanic works well with cat theming!
Great implementation of different types of platforms. By the end, I knew exactly how each color platform would behave. Super responsive controls. One thing I noticed was you have controls for both WASD and arrow keys, and the arrow keys make the player go very fast! Great physics and tweaking of movement!
Fun to play around with the mechanics and figure out how to get the truck to move up steep hills. Some of the spots it feels the camera is too close so I don't know where I will end up, which gave me some difficulty navigating. I do like having the truck flip over and have different physics for movement, adds an interesting challenge.
Regarding gameplay, the camera feels a bit close for how big the platforms are so it sometimes is hard to tell where I am going/will end up, but I can see a use for that if you think it provides a fun challenge/reason to learn the level well to win. That being said the movement is satisfying, fun and easy to get a hang of the controls without being too easy. Only other thing is the UI for "press x to reset" has the same color as platforms so I didn't see it the first time I died. Fun movement and theming
Viability: Had a couple of moments of confusion when talking to Viktor, I think some of the dialogue options were showing up too early.
Presentation: Really great illustrations, I think they add a lot to the story and help place the player inside of a well-realized world. Some of the fonts chosen and the layout made it hard to read, but I think you made a lot of ambitious choices with the presentation which is awesome to see.
Theming: Interesting theme and set-up for a story. A lot of playful dialogue and real-world references were fun!
Engagement: Engaging right from the beginning, I like how you throw the player right into the middle of the action through dialogue! I like the added option of starting from the beginning, it makes sense and helps guide the player to make different dialogue choices in a new playthrough.
Viability: Definitely felt cohesive and thorough until the end, only problem I ran into was a missing image in one passage.
Presentation: Good use of typography and color, along with some images to help set the scene. I would love to see even more illustrations and color choices if you choose to continue this one, the Kaiju theming is awesome!
Theming: Really fun theme for a dating sim, I would love to see how the gameplay mechanics could become even more complicated using this theming if you choose to continue.
Engagement: Story was engaging and fun to make choices in the world you have built. Just a suggestion, but if you choose to continue with this I think adding some sort of incentive for choosing certain dialogue and adding more monsters would be good. Solid engagement though all the way through.
Viability: Very clear and I was able to figure out what I was supposed to do all the way to the end without a tutorial or hand-holding. Nice!
Presentation: Really solid use of color and typography to tell your story the inventory was very clear and understandable also.
Theme: Really good theme, I think your writing was really well done and added a lot to the engagement of the story, and also made it easy to follow what I was doing.
Engagement: Really engaging from the beginning by setting up an obvious goal: create a potion. The feeling of crossing things off of a recipe was very satisfying and made me want to keep playing.
Viability: Totally playable from beginning to end, no dead ends that I could find. Nice!
Presentation: Really great illustrations! I think it added a lot to the gameplay to see the environments and other characters you were interacting with.
Theme: Thought the theme was great and works well for a choice-based dating sim. "Will you pick your major based on who you think is sexiest? Absolutely!" is such a fun concept I really like how you are playing with this in the game design and writing.
Engagement: Very engaging story structure and I felt compelled to get all the way to the end to see where the story went. If you continue with this project I would love to see more dialogue options that fall in between "good" and bad" to make the interactions more complex, maybe even adding some incentives for choosing a "bad" answer vs a "good" answer could add some depth. But overall really good engaging narrative!
Viability: The game seems fully functioning and I haven't run into any bugs or dead ends! Really logical where dialogue trees and and send you back to a main menu/interaction. Inventory works well and fully functional. Only trouble I had was finding an ending but I think given more time I would have fun playing until I found one.
Presentation: Visuals are great and add a lot to the theme of the game. I especially like how you changed the illustration when drinking a mystery potion. Good idea to color-code the inventory with the dialogue options related to them, it made it super clear which potions I was buying. Maybe a little more visual hierarchy in the inventory to make it clearer, but that is a small thing.
Theme: Interesting theme here, I like how you tied the inventory system to the theme of the game and shopping for different potions. I think the concept is fun and there were a lot of great interactions with Greensly.
Engagement: I like how you drop the player right into the action, it allows for experimentation within your game systems. It was very engaging to see what potions had effects on my player stats, I would love to see even more of these if you continue with this project. I think the game description of "can you find all 5 endings?" added a lot to my engagement and I wonder if you could incorporate that more into something like a title screen or help menu to make it more obvious, but I don't think it would be a necessary change.
