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A member registered Sep 05, 2022 · View creator page →

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What did this game do well?


It’s a fun game to play. I loved the theme and the game feel. Although I was doubtful of the slide when I landed on the platform at first, I personally feel its good to have it now. I also like the sound effect when I fall off, and the jump sound. I would’ve wanted more complexity in the game if not for the birds, so that was a good addition. Cute theme, nice music, easy to control. Over all it is a very good prototype.

  • I like the simple mechanics of the game. It was very easy to pick up
  • Visuals looked good, and it was a cute game It feels fun and addicting to play this game. The gameplay is simple and right on point. It feels like a polished game. The game is so complete and I like the game, the game feel is solid the background fits the game well, the energy bar is really great. The game is very simple and addictive. The mechanics are simple and the game gets harder the more points you get. it’s a really good game and everything it’s well design, the game is easy to play and the art fits. And I like it slides a little bit when the jump power is high

What could this game have done better?


I was constantly looking to the top right to see how much the jump bar has charged. So having that in a place that is easier to look would be better. That was my only concern for the game. I would love to see how this could be developed into a final project though. What areas they would improve and how they would build on top of this. Better if jump trajectory can be shown.

  • It was hard to tell what was happening with the jump. A visual indicator of how far the character was going to leap would’ve been helpful.
  • It could’ve incorporated more elements other than jumping, like obstacles or ability to gather more points Maybe bring a scoreboard and a more smooth difficulty curve. The level seems a bit repertitive when playing the second run, and the obstacles are really hard to avoid. Adding more obstacles could make the game more fun. Adding a variety of platforms to jump off on instead of just the same one all the time would be good. In the late game there are too many birds so it’s kind of impossible to jump with that

What did this game do well?


it used the different ai models to generate voices really well, and had fun game feel with player feedback on answers and having the questions be randomized during each playthrough Very creative idea of a game, using generative AI voicelines and vocaloids. The game is fun to play, and the idea of scoring out of 10 makes the player to play properly (in a good way). If this game is expanded upon, it would be very interesting. The simple concept is delivered quite well in a fun way. I appreciate that you show the answer after each guess. It’s got the fun vibes of a party game along the lines of jackbox and kahoot. It also incorporates GenAI into the game in an interesting way that isn’t solely assets or concept. I think the game had a good concept and was executed pretty well. The idea was simple yet effective and was extremely easy to understand. I actually played the inspiration for this game a lot, and loved it. The idea of having to pick between an AI generated clip vs what almost sounds like an AI generated clip was pretty funny. The game is very well developed and I haven’t really played any game like this before. The UI is very clear for the player and the feedback is amazing for immediately understanding if you made the correct decision or not. The game is also quite minimalist in design and this suits the gameplay of just making binary choices based on the audio clip. The game was also developed with challenging clips making the gameplay not too hard or easy, increasing the ‘fun’ factor. The timer is also a good addition. I really like the aspect of using AI in this game. The two other games i played both use AI in runtime, but in this game, AI acts as a game element. I’m also really iinterested in AI generated voices and vocaloids, so the comparison between the two makes me see how AI voice generation develops and if it will compete vocaloids in the future.

What could this game have done better?


having more variations in voicelines, adding more to the style of the game with backgrounds/ game feel, as well as instructions on how to play Once you notice the pattern between the AI and vocaloid, it becomes too easy, and you can immediately tell which voice it is. Maybe it could have been more difficult to identify the voices? The UI could use some improvement too. Otherwise, it’s a good game. It seems pretty complete as it is. It can probably be polished more in details like high score. I think a more dynamic UI can make the game feel more intense. I also think that supporting online coop would be an improvement over having to play it in person. I think the game could have been improved by allowing the player to make a selection before the voice clip finished playing or given the player the option to skip the rest of the voice clip. Similarly to the inspiration game, they should be a feature where you listen to both the AI and vocaloid say the same thing, and then pick using that information as well, or maybe the voice clips can be created in runtime? The game could have included more audio clips to improve replay ability or generate them in real time. The timer is a good addition but could be adjusted to provide more tension for the player considering the clips are quite short. The game could have also added additional gameplay mechanics considering that once all of the clips are cycled through, there isn’t much else to do. The graphics and UI can be better.

What did this game do well?


I liked the game in that it was tricky enough to keep me entertained. I am normally someone who doesn’t read through all the text, but still it wasn’t difficult for me to keep up with what was going on. The real time generation was very cool and the narrative was a classic detective game, and the variation in the generation made it fun. Nice try to use AI to generate cotents dynamically. Text based games are generally not interesting/well made, however this one delivered. The concept was fantastic, using AI as the ‘imposter’ and identifying the werewolf. I also liked the idea of the game advancing after accusing the wrong individual instead of ending the game. This was a super fun play through. I thought the text based gameplay was minimal yet still fun. Also the whole idea of having to analyze how a character speaks to see whether they sound like AI or not depending on context from the written prompts was fascinating. The live AI generation was really cool to see. The game is very unique in its concept and utilizes the quirks of ChatGPT to develop a very interesting and effective game. The stories are well written out and definitely are consistent in their style, making the werewolf possible to uncover. The game also actually works and loads/implemented ChatGPT responses successfully. The game also makes it relatively intuitive to explore all the choices by removing the old ones. The idea is great to have computer be the one ‘among them’, but story generated is great. it’s cool of this concept like talking to gpt and act I like how the group incorprates mafia and among us’s concept with AI. So each time the out come and culprit (werewolf) will be different. And AI being the moderater makes me feel like the story and characters are beyond human control, which is kind of scary but really cool idea.

What could this game have done better?


A different plot would’ve added a lot more to the game. Maybe like asking chatgpt to create something similar to this plot and see where it ends up? This plot was still fun though. I think using a different aesthetic for the game could have been a cooler look, as the pixel style text could have been swapped out for a medieval/ fantasy style. Sometimes it is to obvious to guess the werewolf by the text generated by the GPT. Maybe some AI generated images could have been used as the background while narrating text. The game being solely a text based game might need some more level of engagement with the player, some visuals that keeps the player involved. Regardless, it is a fun game. After a bit, the gameplay does get a little stale, since you recognize the same prompts every so often. But I still liked it a lot as a prototype. The game could have implemented more visuals to represent choices and actions. The game could have also included a sound track and alternative player feedback/ sound effects based on certain decisions like correctly or incorrectly accusing someone of being a werewolf. The game is all about text, I hope the game could have visual effect in it like a visual novel. seems not fun as playing the game, should add more gameplay function as a game I hope there can be more graphics in this game, reading large chunk of text can be a little bit exhausting.

What did this game do well?


This game was scarier than I thought it would be! Though the goal of the game was basic, the game feel that incorporated AI generated sounds along with the art that fit the creepy play style, it made for a great environment. I found myself wanting to sprint away from the scary noises because of how creepy it was. Even the font fits the theme which was great. The game feel was done very well. The music was on point with the creepy vibes and the dead bodies were another good touch to the game feel. The monster sprite was scary! It’s a great concept and the art matched the overall game feel. Very good room generation. The assets for this game fit the theme very well. I also like the idea of conditional escape games. Searching for items to unlock a gate.

  • Visuals were scary and disgusting, which was the point of the game
  • Background music and sound effects sounded realistic, even though they were AI-generated

Overall it is a legit game with solid background music and sound effect which were all generated by AI. It has a stress feeling that belongs to a horror game. Feels fun to play and toy around in this game. The game has an eerie vibe that comes across very well. The art that was generated fits the theme well. The game is scary when it needs to be. the music and the art is good, the music is really fit the scene and the music change when the monster get close to the player

What could this game have done better?


I have no complaints, but suggestions for further expansion. I think collecting artifacts can expand to allowing you to sell the items and gain ‘power ups’ like a sword to fight monsters or a flashlight for a dark level? There can also be harder monsters besides freeroam ones that follow the player. Otherwise it was great! Sometimes it was difficult to tell what part of the map was a wall or the floor. I wish there was a safety zone where I could go to avoid the monster. I didn’t realize that the other NPCs could also kill you because I was so focused on the monster following me. It could be cool to level up to another map. I have a hard time telling what exactly is collidable, so I constantly hit walls that I didn’t know were there. One thing I would like to see is maybe different rooms with different items to collect. You have to escape a series of rooms with new and different enemies.

  • Gameplay could’ve been more innovative
  • Some UI images didn’t seem to have a purpose, like the group of flies and was a bit blurry to tell what it was Currently this game feels a bit flat. There is no real reasoning behind why we need to collect the artifacts or why are we escaping from the monsters. The objective of the game is a bit unclear. I am not too sure what the artifact that I have to collect looks like and what I thought was the artifact was not interactible. the wall of room it’s not obvious, some places I think I can walk thorught but it’s a wall and a dead end

What did this game do well?


The online AI generation is so impressive. I can see this becoming a fully fledged out game given that you can buy the items that the NPCs ‘sell’ and incorporate some way for the player to use those bought items through battles or tasks. I can also see a way to incorporate economy management by making the player have to gain money to buy those items. Overall it was a great way to use AI generation and I can see it going further. The art style was very cute. I enjoyed interacting with the characters. It’s a very clever idea to have the npc dialogue be AI generated. Very good use of runtime AI dialogue generation. Having also elements of an RPG is great and interesting to me. Cute graphics and animation. i like how AI was used in the game Interesting idea to use gen AI in in-game item creation, it feels like a lot of potential. Interesting use of ChatGPT The idea of letting AI take control of a NPC is really cool. It brings a lot of dynamic elemnts to the game. The concept is interesting to use GPT as an NPC chat generator. When it works it can provide the player with a unique experience everytime they play the game.

What could this game have done better?


As I said in what I think the game did well, there are many ways to expand the game. There was nothing glaring to me besides that since it is a pretty basic game without much to do but interaction which I think is fine. I also remember that during the demo, there was trouble connecting to the AI so you can probably make some default inputs as a fallback for next time. Only the first NPC dialogue worked. The other NPCs dialogue gave me a chatGPT error so I wasn’t able to see what they said. When I kept going forward, my character fell off a cliff. Maybe if you reach the end of the platform, you send the player to a game over or game done screen so the player doesn’t experience their character endlessly falling. In some cases, the AI does not load properly and the dialogue is not generated. Another thing is when you leave the range of the NPC, there is no way to control the dialogue. No matter how many times I tried to close it, I couldn’t. Minor errors on generating the dialogue. Dialogue was a bit small and hard to read Need some kind of transition when waiting GEN AI to respond. And some times it generates items with 0 stats. Needs more clear directions The text is a little hard to read. There isn’t really legit game play other than interacting with the NPC. The GPT breaks down often. Currently, the conversations feel very basic and I feel like I don’t have much freedom with it. Maybe allowing the player to input their own text will be better for improved interaction.

What did this game do well?


This was a really cool way to make a clone of a game and it looks very cohesive as well. The original Bomberman is simple, yet fun and I think this was accurately duplicated. The animations are great for feedback to know when to backup and the controls are easy to use in comparison to the goal of the game. I really enjoyed the premise of the game. It’s a fun game and the two player is really neat! Using the AI to generate the maps for bombing was really clever and must have been challenging to implement. I mean, its Bomberman. You did a good job recreating a lot of the core mechanics, and I’d imagine it’d be fun to play with 2 people. Nothing feels unfair and the hit/hurtboxes feel appropriate. Controls also make a lot of sense and feel responsive as well. Animations are also really well implemented, for moving, explosions, breaking walls, and everything else. Really fun game and interesting use of generative AI to generate a map. Very good Bomberman recreation and the use of Ai to generate the maps is intuitive VERY FUN! The game was very entertaining. I think it was really creative to use AI to generate the map The game is basically classic Bomberman. It captures the original game nicely and I enjoyed playing it, reminded me of playing this with friends back in the day. The mechanics work nicely and the power ups are very Bomberman. I liked the use of AI to generate the levels, creating a unique pattern each time playing adds nice depth to the game. The core game mechanics is classic and fun. The upgrade item at first doesn’t make sense but i can quickly pick it up. Nice simple gameplay

What could this game have done better?


Instead of making an exact close I wish the game had some unique element that made it yours. Bomberman is really fun, but I’m sure that even with AI generation you can also prompt it to provide ideas to I didn’t understand the purpose of the items in blue that you can collect. Are they supposed to boost your stamina or immune you from bomb blasts? I wasn’t sure. I found the bomb keys to be bit involved. One button for the bomb release would have been sufficient. Perhaps add a button to go back to the start screen? After I played the manually built map I wanted to play the AI level but needed to refresh the browser and restart the game. Sound effects would do a lot for this game. It would make the bombs feel more powerful, make dying more of an ‘oh crap’ moment, and make getting powerups feel better. A win screen would also be great, showing who wins instead of booting immediately back to the title screen. I’m personally also not a fan of how you can just push bombs so you can’t accidentally trap yourself like in the original games, but I recognize that that’s a personal opinion. It seems like right shift didnt work for me when controlling the 2nd player. Setting some restrictions for the AI so the map does not generate tiles beyond a certain scope. Or create structures that make the game impossible. I think the sound effects will make the game more lively I think the game could have improved with more game feel. The game does feel stale without any music of effects. I would also like to see an AI generated level that is larger because smaller levels aren’t as fun as larger ones since it’s easy to eliminate the other player really quickly. Lack of game feel is a big down point, and the AI gened level to be restricted to a few patterns, it would be more fun if we would have more Not a clear end goal

What did this game do well?


Although the stats weren’t used for anything I liked the trophy aspect of the stats. Collecting it was a fun thing to do. I also liked the two different scenarios(I almost missed one of them, good thing I saw them in class).I know that if this became a full on game with a complete set of scenarios it would be very fun. Nice story. The game has a decent branching storyline mixed with the idea of AI generating the assets. The music choices fit well with the story, and there is a good sense of humor in the game. I thought the generative AI elements everywhere was a really cool concept. The slides really showed how much there was going on behind the scenes. I like the concept of a randomized visual novel with a lot of help from Generative AI so each reading feels unique. It provided a good representation of how AI can be used as assets, with images and text. It was really cool to see renpy being used, to be completely honest. The generated images are great and some of them really fit the game. It’s a fun theme of a game for people to do different selection and goes into different branches of the stroy which might have the same or different ending this game’s concept is pretty cool of a vision novel game Love the concept of the game. I like the whole aesthetics and feel of the game. The branching system is pretty complete, and I like the status system – which carries over each cycle. It’s also very considerate that players can choose their pronous in the beginning.

What could this game have done better?


My initial impression of the game was that it was a text based game, without any images. So when I saw the images and scenarios change I really wanted to see the image of Elysium. Even if the game was in first person, being able to see Elysium would’ve given the interaction a feeling that I was having a conversation. The goal of this game is not very clear to me. Maybe you could try to make different endings by the player’s stat. Perhaps the game could involve more variety of gen AI images to make it more engaging? The stats don’t really serve too much of a purpose other than just information, so maybe there could have been some remark of some type based on the stats. Although I really like the concept, I felt like the visual elements were not that cohesive. I also didn’t think the storyline was very compelling, and it was lacking in UI/game feel elements. I think given time, the game could be a very enjoyable experience. The music was very loud for me, and there wasn’t a lot of content per se. Also I got the same guy a bunch of times in a row when I tried to get the other route. The game might lack a bit of game feel and the plot sometimes can have more hints on the outcomes of player choices. It might be better if the story line to longer, currently seems like only 2 sences available and the stats not doing any to it, it’s the matter of what to chose. game art is pretty funny lol I hope the art can be more refined.

What did this game do well?


I like that the items in each room that you can pick up are highlighted when you mouse over them. Makes it easy to know what you can and can’t interact with. The controls were also easy to understand, and the idea for the game is pretty cute. The art was really well done and I enjoyed how there was a lot of respect for the player to figure out these little puzzles. I like the different settings of the themes. Most of the objects make sense to the corresponding character and the story/concept is adorable. It is very adorable. I like that all the generated art was run through a second ai for consistent art direction. The story and concept is also lovely. I think the game did a good job making it so that the interactable objects weren’t too hard to notice and stood out from the enviroment. I LOVE the aesthetics & bgm (so soothing!) I like how the LLM was used in most of the game development process This game is a nice take on the point and click adventure genre. I love all the items and the stories that each ghost told. I also liked how the prompts would hint what item you need, rather than telling you. The game is simple but also relaxing and enjoyable. I also liked the scavenging aspect and how clearly I can see which items are clickable and which are not. the generated sprites are aesthetically consistent and well-made Interesting point and click

What could this game have done better?


For some reason you can select multiple ghosts at once and the UI elements such as the heart, guesses left, and speech overlap with each other. Its a small fix but I think it’d be nice. I also think sometimes it can be confusing with what item corresponds to what speech. There was a line about farmers and I think its the trident thing but I’m not sure. I also got a ghost with two lines about hacking and coding and the USB wasn’t what they wanted. The lines of speech and items they correspond to should be more unique. I think the puzzles were a little one-dimensional. Perhaps have different ghost require different objects. Also the inventory system doesn’t seem all that necessary. It probably needs a bit more hand holding at the very beginning, because I got confused initially on how I give an item to a passenger. I think it would also be rewarding if the ghosts transform into human when all the items have been collected. It’s not very easy to understand what the game wants from you without some guidance. Once I understood that it was about helping the ghosts pass on peacefully, I liked it a lot more. But that required being verbally told about that being the intent. I think the game could have improved by adding an option to go back to a previous stop instead of having to cycle through all of them. I think an additional return to train option at each stop would have been a good idea as well. Minor bugs when drag and dropping The main problem I had was I struggled to learn how to play the game. I could not figure out how to play the game. I know I had to click on the ghosts to see their stories, but I did not understand how to continue on. I spent a long time just clicking and dragging random things until something worked. Some of the items and narrative are quite confusing, and there’s a lack of game feel (feedback) on trials that makes it hard to understand what is going on Missing clear directions

What did this game do well?


The art used and generated was really detailed and well done, i think the idea was also very cool as well I like the little animation on the main menu when you start. The scroll is nice. Having the menu as something you can just pull up is very convenient. The idea of the game is also pretty good where you just make drinks for customers. It reminds me a lot of old flash games like Papa’s Pizzeria. I love how the game require you to be quick and also challenges your memory if you play enough. The assets are pretty flashy and interesting. It’s quite and coherent even though it is AI generated content. The game itself is pretty chill and simple. It’s got a right amount of stakes and the concept of galaxies in coffee is very cute. I think this game’s addition of a menu containing all the recipes that could be pulled up at the press of a button was a good idea. I also liked how a feature allowing you to scroll through the customer orders was added. The game is fun and it captures the cooking genre really well. I enjoyed how peaceful the game makes it feel and the various sound cues to show success or failure when creating the drinks. The aesthetic of the game fits very well together and the drinks are fun and creatively named. The use of AI visuals were good for thematic purposes and the UI is very nicely developed as it fits the environment and gameplay. The game is fast paced and interactive as it requires the player to move and think rapidly as difficulty increases. The game is also quite simple to understand and the various recipes and amount of orders add variety. really cool art of this game! And the concept of this game is cool like a cyber-coffee shop

What could this game have done better?


I think a tutorial on how to play the game would have been good as i was not able to understand how to move anything/ where to move anything. The art was very detailed but also too detailed as it was hard to distinguish what was interactable The UI is a little too busy to me, but that’s probably the AI’s fault. For example, I think the parts inside of the squares where you put ingredients should be solid black, since it lets me see whats in there with a quick glance easier. The customer and their speech bubble also shouldn’t show up over the recipe list, since then I have to wait for them to go away before I can finish my drink, and in a game where time is important, that’s really annoying. The ingredients for the recipes being icons would have been better to be more recognizable at a quick glance. At least for me, the visuals were a bit overwhelming and made me lose focus The only thing that I would suggest is to unify the use of fonts in the UI. I think the GenAI, while pretty, muddies the information hierarchy of the UI. Generating something more simple and easy to read would be better. There’s some minor UI fixes you could make, like making the font more readable and fixing the layering issue, but aside from that there’s not much. I feel like the game could have been improved by making the UI less vibrant, as all the bright colors on the screen along with all the text-based info given to the player was a little overwhelming at first. One improvement is the UI placement of the recipes. In the beginning, I struggled to read the recipe because the aliens would appear in front of the information and block the words. Also, I think adding some tips to show that the ingredients had to be dragged in would have helped as well. Consistency would be nice like using the labelling the ‘coffee’ as ‘expresso’ if that is what is used in the recipe. The formatting could also be improving like ‘milksugar’ being separated into 2 words. The game could also have more playtesting to adjust the difficulty curve. This game should add more conversations to ba a more narrative game

What did this game do well?


I love the concept and game name! It’s super engaging! The game’s levels are pretty good even with PCG generated. As a player I can feel it’s getting harder through the time. The control feels good, and the sound effect is satisfying This game is really good enough as an rouge-like game. They did well in achieving accomplishments as players reach the bar and try it one more time. I think this hits the same spot older mobile games did (candy crush, cut the rope era). It’s simple, it’s entertaining, the learning curve isn’t very high, and it’s frankly got a fair bit of charm to it. The generated texture patterns combining with the increasing difficulty brings a lot of fun to the game. It makes me want to rechallenge it over and over again This game has a very simple concept but it is pretty replayable because of how PCG is integrated as the essential piece of the gameplay. The use of PCG is brilliant.

What could this game have done better?


The map could be more challenging. I wish the ball was a bit more shaky or difficult to move around. It seems the ball is shaking while I’m controlling it. I think it’s because of a tick function I guess. The finish line is not very self explainatory to the player, I thought I hit a wall but it’s the finish line… the guidance is not good enouigh, i don’t know how to do at the beginning I think this game might work better on mobile with touch input than with mouse input. It’s a bit more accessible that way. I also think that this game can benefit from not throwing you back into the ‘tutorial’ levels upon death and tracks your progress based on which types of levels the player has already cleared. The initial instruction is not clear. At first I thought there was a bug, because the tunnels are too short that I couldn’t see the difference between two round Perhaps the tiles can be made more natural with connected textures, and the art style can be more coherent by using a different background and player sprite.

What did this game do well?


Cute arts. I really liked a mini-map. Lots of items and dynamics were available to explore! I liked the overall game. There were many things in the game I kept finding. Like how I can repel the bullets by a melee attack, ricocheting enemies by attacking them etc. I really liked the minimap letting me see what comes ahead. I think the game feel for this game was great. The minimap was an amazing addition and the mechanics and look and response for attacking was also really really nice. Overall I think this game was really good. It’s touhou! Like the theme lol; I like the design that the enemies could be pushed by the shoot and they’ll hit each other if crushed; the small map at top left can hint the player where they are and can improve game feel Interesting bullet hell aspects, procedural generation I like the bullet hell. Big fan of them, and this one was pretty well implemented the aesthetic is very nice and the room generation is well done. I think the game has nice gameplay. The melee and range option with the stamina offers nice depth. The procedurally generated content is very neat and organized. It doesn’t appear random at all, but instead was generated with a goal. The minimap was also a nice touch.

What could this game have done better?


I think using spacebar and mouse for attack is a bit too much The only thing that was bothering me was the camera movement when going from one room to another. I had some difficulty when I went into a room and an enemy was nearby and I moved away. I think the movement could have been slightly faster, as the player felt a bit sluggish at times. I would also make it so that the screen turned red for less time when taking damage, as it was a bit difficult to make things out afterwards for a bit. the battle is somehow too easy; No rewards for defeating the enemies Aggravation of enemies upon hit should be a thing The meters are cool and bold, I would like to see more things like different projectiles. I think the different rooms weren’t really that different. Rooms would appear very similar with very minimal differences. The enemy count also felt really low. I think higher enemy count would improve the overall experience, as right now I spent more time running around than fighting.

What did this game do well?


The music was great! I thought the mechanics were well done. This game was intense and fun to play! The map being different every time worked really well because it allowed the player to replay it with a different experience each time. It tested my dexterity and aim as well. Super simple, but effective prototype. I like the idea of the power-ups, this makes the game more challenging and rewarding. The game feels good to play. I liked the ricochet mechanic since it made the game feel more strategic than just holding down the lmb. The graphics are very minimalistic but work effectively to show exactly what’s happening on screen. Each floor also feels unique to run through. I know there’s grazing in this game but I didn’t really get to it, but it sounds like a cool mechanic to put in after introducing enemies that shoot directly at you. The generated dungeon is good, the shooting sound effect is satisfying. Enemy bullets pattern is well made! The idea of enemies chasing you in a dungeon is a classic one, and is a good idea. I like the idea of the power up that gives bouncing bullets. The game has a good background music. The game was actually quite fun and fast which I liked. The gameplay, environment, and sprites are also quite minimalist in design which helps to focus on the fast action. The spinning enemy spraying bullets provided a good challenge to avoid. The audio effects fit well and helped me to better understand what was going on and to develop the atmosphere. PCG also seemed to be implemented through the environment and item spawns.
The procedurally generated levels are nice and fun to play. The enemy variety is also very good. I’m very impressed with all the mechanics and progression implemented in this game. It is very fun to play, and it is pretty challenging and rewarding to navigate around the maze and defeat the enemies.

What could this game have done better?


I was a bit confused on how to use the controls to play well. I also didn’t know what do after I went into all of the rooms. I think there could be more feedback on how much damage you are doing to the enemies. At first I didn’t know I could destroy the objects spawning insane amounts of ‘fireballs’ which made it really difficult to move around. On the other end, once I figured to that I was doing damage and killed them, it was super easy to destroy them from afar. Sometimes the frame rate drops when there are too many bullets on the screen. And I’m looking forward to see more game-feel elements in your game. The graphics on the left that are just text should be icons or something instead. If you want it to just be text, you should probably make it better than ‘canBomb.’ I think you should also have enemies ‘activate’ when they take damage in addition to being a certain distance away from them, since i can just snipe those orange guys before they can do anything. This distance should also be a little smaller since if I’m moving vertically into another room, I get jumpscared by the purple enemies because I can’t see them and they shoot me before I can react. The purple enemies (and I assume the yellow ones too) can also go through walls which they definitely shouldn’t be able to do. The movement control seems not very precise, the enemy bullets are too hard to evade. I can feel the touhou game in there with the enemy shooting pattern but if there were more PCG enemy shooting pattern it would be better, even with just different bullet colors. The assets of the game could have potentially been better, as there are several available for free. Had there been much more going on in the game, the assets could be ignored. However, it was essentially 2 types of enemies, one that follows, and one that shoots. This could have been appended to with better assets. There was also a ‘canBomb’ option which I was unable to use, and I’m not sure how to use it and what that does. Otherwise, good game. Had some unfixed rare bugs like the player model getting stuck and having to reload the game. The camera could also use some polish to follow the player more smoothly/accurately. The UI could also use polishing with better formatting and fonts. Visual indicators of player feedback would also be good like receiving damage from the player sprite. More enemies would probably be appreciated as well. The controls feel a bit confusing. It is not very clear how to escape a floor. Perhaps it can have more game feel elements, animations, and polishing.

What did this game do well?


The movement and shooting was easy to play. Death and the concept of surviving for 1 minute without the timer was good. It created a bit of tension. The dungeon for death was really good, in that when I try to go in some corner thinking I can escape I get trapped. Good game feel; I like shooting games and concept of survival. I love this game so much!!! It reminds me of the horror jrpgs i played with the chasing-escaping mechanics. The dynamic between the player and the death god really strengthens the game’s interaction, and using pcg in the map adds to the game’s depth. the music is also great and fits the game’s atmosphere so well. Nice concept, well executed I enjoyed how simple it was, shoot enemies and they shoot back in a pattern. I also like how the camera is far enough to see enemies, but close enough to obscure your surroundings. I like the timing mechanic and the speedrunnish difficulty I like the part where i die i can go to another session and survive for a min to get a new life

What could this game have done better?


Not having a healthbar(If it was intentionally), I would prefer to have it. Personally for me it would be the best option to create more tension in the game. Knowing that I am low health. There were times when I spawned and there were 5 enemies around me, so I would recommend to try and spawn enemies in corners of the room or away from the player. the arrow keys and the mouse are both at right hand side of the computer, so it will be a little difficult for the player to control the character. Maybe it will be better to use wasd to control the character I really don’t know. Maybe improve the graohics a little bit? I think the game is already pretty much polished. None The death scene could be better, with a timer and an actual reward for staying alive for a minute. But other than that this game is really good! the enemies are a bit difficult to kill, this adds to the difficulty but it does make it harder to do better the next run. some of the room actually have too much monster

What did this game do well?


cool idea of generating the dungenon, i like it Good use of PCG by generating maps I like how the player’s can subjectively change the dungeon. It’s a convenient way to ‘cheat’ and avoid the monsters. I guess the game’s title is a reference to that right? it gives me a sense of breaking the 4th wall. Generation excellent The pcg element was fairly straight forward and there is a lot of potential to it. I also like the minimap This games ability to generate different maps is great, the assets are engaging. it’s a prototype for generate the dungeon and works well

What could this game have done better?


not fun enough Could improve game feel by adding running animations for the character and improve collision box; Not quite sure when the character dies cause I cannot see if it has life; The character is holding a gun but cannot attack, maybe it’s better to change a sprite I hope the collision is working so that i won’t move past the dungeon’s boundary. Missing collision detection and other aspects of a game Make the walls collidable. There doesn’t seem to be a whole lot of completeness here. The lack of collisions with the walls makes it feel like less of a game but the generation would make it difficult especially if you clip into one. maybe add some collider for the wall so player can actually walk in the dungeon

What did this game do well?


I really enjoyed this game. It kind reminded me of bitlife with the simple UI. I enjoyed the storyline of surviving. This was a simple, yet fun choose your own adventure game. It was a great use of PCG generation to create game storyline outcomes instead of affecting an actual map, making it different each time in a unique way. The descriptions on the cards were funny and hard to choose between which was a good sign of engagement. The narrative is good, it took me some time to figure out the A/B choice control but once I got the idea, I love it. The idea of giving two options to the player so as to ‘branch’ the story on will was a great element of the game. I generally don’t dig story-likes, but I enjoyed this one. I love that it feels like an actual tabletop game with the physicality of cards. I love the sci-fi vibe it had, and the foundation is solid. I know what this game is based of off and I love how they have implemented it. It is a very unique way of using PCG. The different options are unique and interesting. The game mechanics is intriguing, it brings an experience of text avg. A pretty fun, Kyle Is Famous type of game. The decision tree has quite some depth to it and I appreciate all the different stats the player have are affected by every decision they make.

What could this game have done better?


I wish there was some more art or that the text could be displayed a bit better. I wish there more images I was really confused on how to play the game in the beginning. I was clicking everywhere since the instructions said to use my mouse not realizing I had to click and drag the card so I think this can be easily fixed by explaining that better in the intro description. Some of the card descriptions were really funny, but I was confused on which choice would be confused because they were so vague about the action I was about to take. Because of this, the stats of the player almost felt out of your control. Some of the dialogues seems very repetitive(I got ‘I’m a drift king’ at least 5 times in a single run). If the A/B choices properly let the player know what resources it needs to let the player success, it would be better. Also make the resources increase/ decrease effect more clear to the player will make this game better. The options this game provides, though well done, are pretty limited and don’t offer much to the player in terms of suspense and emotions. Since this is a story game, it ideally requires a lot more engagement to grab the attention of the player. Some of the responses were just ‘Let’s go’ and it didn’t add much as a player wanting to know what’s next. However since this is a prototype, that game did well in showing branching storylines. Overall well done. I think that having a map to tell where you are or a log of your encounters/decisions would be great for QoL. The gameplay isn’t super varied but that’s more of a nitpick because story based prototype like these are always on the simpler side because well, it’s a prototype. So all I recommend is just adding QoL stuff and story expansions. Having more options in the cards can be nice as it gets repetitive after a while. More game feel can be added to show the increase and decrease in the stats more clearly like arrows showing what happened after choosing a card. Some of the prompts are unclear, and it can easily get repeated choices. It can have a better visualization of how the stats have gone up or down since the previous day.

What did this game do well?


the art style is cool I like the idea of only a part of the dungeon is visible to the player. It reminds me early Pokemon games which players need to use falsh to enlarge their view port. The dungeon generation is pretty solid. The aesthetic is quite nice too. I think the idea of having tank controls is very interesting. I like the animations, they were pretty solid. the ui looks good The PCG dungeon looks well done.

What could this game have done better?


don’t know how the core play works I know the development is troubled so that the mechanics was not finisbed. i would really love to play the game again when the functions are complete! I think the implementation of tank controls could be a lot better. It’s a cool idea, but the game doesn’t really focus enough on that mechanic, so getting through doorways is clunky and the perspective kind of just breaks. I recommend switching to fully top-down instead of 3/4ths, fixing some collision bugs, and just focusing more on making tank controls flow with the rest of the game. Collisions weren’t as great and made the game frustrating. the game feels not completed, not sure how it works I guess I’m playing with a test version that the game mechanism is not working. So I couldn’t really tell what’s the purpose of the game.

What did this game do well?


You developed a really cool algorithm to generate a 3D tree in Unity. I really appreciate how you combine all of these parameters together and produce a pretty nice-looking tree from scratch. Very creative how the game used PCG for generating gmae. It visualizes the concpet vey well. Not gonna lie to you I vastly underestimated how fun this toy is. Its fun in its own way to make the best/worst/most weird trees I can, and the ambience is very nice as well. Just enough to not feel empty but not enough to distract from the actual tree generation. Its neat to just make trees. It has multiple factors of the tree that can be manipulated which was really fun. Even with the same values we get a different tree each time it is generated. It was a fun toy to play with. I really liked this game! It was very simple, but I think that worked to its favor. I think all the options that can lead to more interesting trees was great and I think the ability to move the camera around to view the tree at different angles was good. The game itself was more of a toy or ‘experiment’ which I found interesting and fun to play with. The game provided a good selection of options for the player to adjust like tree base, trunk thickness, leaf size, and more. This allowed for a long and varied amount of exploration that didn’t get stale too quickly. The environment and UI is simple and clear to understand and see how the player’s choices affect the tree generation. I also liked how the game had base and limited values which showed developer testing to still produce good generated trees. The tree generation was really well done. I liked how each generation of the tree looked different and worthy of being an asset in a game.

What could this game have done better?


It would be nice to indicate how you are going to use this generator. Like how long does it take to generate such a tree? Could it be used to generate a forest in a large map in real time? I think changing the tree visual in different seasons would be interesting There’s not really a lot of substance here, in that there’s no goal or no fun to be had outside of making trees and seeing what they look like. You could easily make some kind of scoring algorithm with different variations so there’s some kind of goal, but I don’t think that’s what the game needs. What I think could be fun is if you gave the trees collision, scaled up the model by a lot, and had the player traverse through the inside of the tree and try to get to the top. There were times when the screen bugged and I couldnt see the tree at all. It felt like my position changed drastically and I went out of scope. I think this game could have been improved with some preset fixed camera angles you could select from, since it was a bit annoying manuevering the camera as the controls for that felt a bit unresponsive. The game could have implemented more game-like features involving these generated trees like a way to obtain points or reach a specific goal. Maybe utilizing different tree structures or attributes for different scenarios. I think for what the game was trying to accomplish, it did really well. However, I would like to see more interaction with the tree. Maybe adding a playground area where you can build a forest with the trees that you generate.

What did this game do well?


This game was so good! It utilized the PCG concept in such a unique way. What was the most helpful was the map at the top right of the dungeon. When I first entered the maze, I got a bit lost on how to get out and realized I have to traverse the entire thing first which I found out from the map. The environment of the dungeon was also eery compared to the light-hearted nature of the selling of the produce which had a nice contrast, making for a very interesting concept of gathering and selling. I like the characters in your game, seems like they are also automatically generated. I like how the player has to gather the products to sell The game feel for this game is very good. I enjoy the sound effect for entering another room a lot. The space to interact prompt only showing up when you can actually interact with something is also very nice. I enjoyed the 2 gags you put in, the unreachable fruit spawner and the pineapple dimension. The minimap showing where the exit is and what rooms you’ve discovered, as well as what rooms you haven’t was also incredibly useful and a very good feature. The selling mechanics are also very easy to understand. I like the concept of this game a lot! The inclusion of a minimap was really really nice as well. I like the contrast of the dungeon element and the produce selling element, with the two different forms of gameplay providing an interesting comparison with each other. This game did really well in merging the idea of a PCG dungeon and actually having a purpose for the dungeon. The game idea itself is great, to bring groceries from generated rooms (a dungeon nonetheless haha) and giving it to customers. The room and path sizes are consistent and well balanced. The pineapple room was a nice touch, and so was the place where you can’t get any of the infinitely generating groceries at the center of a particular room. Great work overall. The concept is interesting as I haven’t really played many games like this but it reminds of ‘coolmathgames’ type of game at the beginning with selling products to customers but also the dungeon aspect which adds a new dimension of gameplay and exploration. The dungeon implementation includes PCG as well as the customer requests with unique player requests and fruit spawns. The game also has a nice art style and is simple enough to understand and play. The game incorporates procedural generation very well. The controls are simple and intuitive. The art is nice and the environment for gathering the vegetables is a bit goofy in a good way. The lighthearted theme of the grocery shop and the haunting theme of the dungeon unexpectedly worked. The generation was nicely done, the dungeons felt unique and the minimap was a great touch. I also liked the pineapple spawning joke that would sometimes generate inside rooms.

What could this game have done better?


My small note is that initially, I thought that I had to give all 3 veggies/fruits to the lady and was confused when they just walked away. I think that having the person only wanting 1 will force the player to gather produce which is a big part of interaction in the game. On the other end, I think that if you have 1+ produce in the thought bubble, you should have to give them all 3 because it will also force the player to gather. Sometimes the generator outputs a level with some unreachable locations, maybe you need a validator to optimize your generator. I think ui and visual-wise the game could have been more creative. The maze-dungeon was fun but would better if it had a farm or forest like design There isn’t really any challenge in the game. There’s no way to fail. I think adding some kind of enemies in the rooms would make it more engaging while also making the rooms feel more different. Speaking of that, I think you need more gag rooms or rooms that feel unique, since even though the layouts are different, since you just walk through them and pick up all the fruit, they feel the same to play. Also I know I’m the one that suggested it, but I think instead of entering the dungeon costing half your gold at the time you enter, it should be half the gold from when you last exited, since it kind of discourages you from selling anything until you hit 0 gold and can no longer enter the dungeon, since any gold you earn will be halved. I think the game could have made it more clear what the player could have spent their income on - I wasn’t too sure what the point of gathering money was when I was playing at first. I also ran into some bugs when attempting to go through doors. There’s not much this game could have done more as a prototype. Any additional comments would bring in elements of a full fledged game, such as what to do with the coins, reward systems other than just coins for giving customers food, etc. But these changes are for creating more of a complex idea, which would defeat the idea of a prototype. That said, the only thing that could get slightly confusing is how to get to the exit and back to the customers. If there was an indicator to the doors that lead the path back to the customers, then it would have been great. Otherwise, there’s nothing more to say. The game could of definitely been more interactive and challenging. For example adding more obstacles and enemies to the dungeon portion would prevent gameplay from getting stale quickly. The game could also introduce new systems like crafting dishes with the ingredients to be more interactive. There can be more interaction added to the dungeon portion of the game. It felt kind of boring to explore the dungeon and just gather the fruits there. The use of coins can also be fleshed out more to buy tools for exploration for example. I think one improvement is adding enemies or combat in the dungeon area. Right now, the dungeon theme does not feel very threatening and there really is no punishment for the player. I think enemies would definitely add a layer of desperation for players and help make the game more engaging.

What did this game do well?


I like how the tutorial is introduced within the game’s graphics. It’s very easy to notice, and the text is short but has all the needed information. For a 2D platformer, sometimes it can be difficult to find a good place to introduce tutorial, but adding instruction in the background doesn’t break the game progress (with no sudden pause) and is very smooth. Players can learn the controls on their own paces without a time limit. I thought the animations and the movement felt pretty good. I liked the theming as well and thought the use of coins to guide players towards certain things was a good idea. Game has very good visuals and level design The use of coins to guide the player is a very nice addition The game is fun to play The game has nice mechanics. I enjoyed the shooting and the flying aspect of the game a lot. I liked how you use the coins to guide the player towards a certain path and exposed areas that are difficult to get to so we know it exists. As a platformer, I think this game was done well. Interesting mechanics The game built a really nice atmosphere that emphasizes the dark dungeon environment. I really like the variety of user abilities which makes for fun and unique gameplay across the levels like dashing over certain obstacles or flying and then shooting mobs. The shooting mechanics are also quite interesting with a projectile arc which gives the player something to master and play around with. The varying levels are also nice. the gameplay is fun with dash and fly mechanics Design of the game was really beautiful. It looked very polished and the sound effects really matched the tone of the game. I liked the game mechanics and I really really liked that they incoporated coins.I also liked the aesthetic a lot as well.

What could this game have done better?


I hope there are instructions on the energy bar. The turtorial only incudes the fly movement, but doesn’t cover that flying movement costs energy. I think the section in the beginning that teaches the player the controls could have more clearly communicated that the flight mechanic was tied to the bar under the player’s health. Sometimes it looks like there is a hidden area below but it just ends up being a pitfall There is no real incentive to collect coins or kill enemies There should be a distinction between the saws and the walls The only thing I can see as an improvement is the shooting. Since it shoots in an arc, I feel like it’s very limited and a little challenging to grasp and hit enemies. An improvement could be allowing the player to charge up so that the arc is longer. First level could be a lot shorter The game could have made some player feedback more clear like taking damage and added interesting consumables or given coins a more meaningful purpose. the graphics of the trap could be more obvious, some of the trap I don’t notice that is a trap and hit on it I thought collecting coins could have contributed to something, like points or health power ups. I thought left and right shift buttons as choices for dash were odd, since I am used to the keys you need being closer together. The tutorial level seemed a bit long, and honestly the combat was kinda wierd. But it was apretty cut and dry action platformer.

What did this game do well?


I loved just the idea of the game. It was able to get me excited to play almost immediately. It was fun and my expectation for more levels was high when I finished the second level. I like the concept of the game. Feels like I’m solving a puzzle that I need to think about how to get to the destination of each level. And the difficulty increment from level 1 to 2 is reasonable. Using spacebar to alternate the white ball’s movement is a very cool idea. The game is wonderfully designed to give the player a challenge I like the obit transition gameplay. I think it has huge potential to be a more complex space station. The game is very unique and has interesting level design. I haven’t really played many games like this one. I like how the game gets more complex as the player progresses like from one red obstacle to two in level 2. Also there is another track that can be activated which is interesting as well and really requires strategy/thought to complete the level. I can tell this type of game would require quite a decent amount of playtesting to ensure everything works relatively well and dying doesn’t seem as bad considering how fast the player can try again. The sound effects are quite good for game feel and I love the minimalist design. Cool game idea. The game play felt very new and creative. The game concept is really simple and fun and I see its potential to create a lot more levels. Very interesting idea and puzzle solving, the level is great, really need to think a bit to solve the puzzle.

What could this game have done better?


I would’ve liked a tutorial even if it was just a line saying press space. I had to figure out most of the stuff by myself, since I didn’t go through the instructions in the website as I assumed to see a tutorial. There were a couple of bugs where I would go randomly in another direction. Things I would like to see if this is developed into a larger game: Access to the levels I complete(like a checkpoint). Since the first level was not a tutorial I think its fine for this prototype, but I would like to go back to a level I finished. I don’t think I have to mention this, but the sprite used for the switch could’ve been better. The tutorial is not very effective to me. It took me a while to figure out the controls and the goal of the game. Doesn’t do a good job of giving instructions to let the player know what to do The game feel need improving, especially the switch. There are still some game breaking bugs I believe like the player planet/ ball going off the track permanently and having to reload the page to play again. The ‘switch’ could also be much clearer and obvious to the player. Definitely could have a better graphic. I think over the game was not user friendly as it does not give any description on what to achieve nor how to achieve. Felt more unfriendly as the game is pretty creative and different from other games. Short description on how to play and what to aim for would be helpful. Better and more cohesive art style would be great. Using a simple minimalistic design might work well for the game. If the game adds an indicator for the player to hint where and which direction the ball will go it would be better, also, better arts and game feel will help the player understand some of the mechanism!

What did this game do well?


The whole game is very funny, with great combination of visual and sound effects, I really enjoy the atmosphere. Nice idea of using your body as a part of the game. The game feel makes the game really entertaining. The first level successfully introduced the mechanics to players. This game had an engaging effect where ‘dying’ does not really mean anything, so you are motivated to continue and ‘finish’ the level. The music and sound effects are great, and match and add to the the vibe of the game. The idea of being able to die multiple times creates a sense of fun. I thought the core mechanic of using your dead body as a platform was really brilliant. I think the stick figure design and the slightly awkward movement added to the inherent comedy of the idea and was really well done. Game is funny and fun Music choice is fantastic The game teaches the concepts nicely in the first level and then makes it more complicated in level 2. The game has really well done comedy and reminds me a lot of Happy Wheels. Dying and having the body as a resource is interesting and it’s the first time I’ve seen it implemented and I think it was done very well. The levels were designed in a manner where it made dying fun. Comedic effects it’s a really fun idea of make use of the death, I like how the death of the person become the help of next step It’s actually for time rewind but I think you forgot to put that in as an option. The rewind mechanic feels nice, but the wait time for the shadow to trigger something can be little bit annoying. Very nice game feel and visual. I thought the game concept was very innovative. I like the absurdist feel of the game, and thought it was hilarious. The graphics and sound effects plus the janky feel of the controls all contributed to the humor of the game. This game is so goddamn fun to play, I really like how it turns the whole dying mechanic of games to be fun, and even part of the game itself. I swear I played a game similar to this, but I couldn’t find it unfortunately. In that game, the map is invisible and you use your dead body’s blood to paint the map so you can see the spikes and hazards. Anyway, not only that, but I loved that they built on their previous stick physics game to make a really funny game.

What could this game have done better?


Sometime when I move my body, it gets stuck with my leg so that I can’t move. Maybe you can consider disabling the collider box of bodies when they are being moved. Also, when designing a large level, it’s better to add some check points so that players don’t need to get back to starting point every time when they die. The player movement is hard to control(and sometime it has werid movement that might be caused by bugs). Sometimes these movement allow player to get around the levels(but it could also be considered as a feature). The level design could use improvement. This is because since the mechanics restricts the player’s movement, it is difficult to jump from a place to another. Therefore, obstacles and objects could have been placed appropriate to the player’s movement abilities. Either that or the movement could be more polished so that it’s easier for the player to move around. In level 2 especially, it was difficult to make jumps since the player doesn’t jump at a good height, so I couldn’t progress simply because the mechanics restricted me from doing so (and I’m not talking about the traps). Otherwise it’s a great game. I think the stick figure’s arms were a little locked in place when moving and it might have been better to make the player a different color than blue since the background is blue. Having a checkpoint system would be nice. Especially in level 2. Have a ‘suicide’ button that doesn’t reset the dead bodies but also doesn’t spawn a new one. The only improvement I can think of is certain physics interactions makes me fly really high in the air and bypass the entire level by button spamming. I think having a larger field of view would be nicer as well since I felt limited to what I can see. Otherwise, I think this game was really well done and I can’t think of any other improvements. Graphics are a bit too cheesy and the controls are convoluted on the second level, i have to go back to starting point from the bottom which is not really needed I think, since I already pick a body a leave it somewhere for next step The rewind feels kinda confusing. And the F key to create shadow and the actual shadow that follows you feels similar. Maybe change some visuals. Very cool game. Although the look and feel of the game was really fun, I felt the problem-solving aspects of the game had been done before. So I will be excited to see a final project version of the game where the levels include more creative problem-solving. Honestly, the gore might’ve been a bit toooo much, but I can’t really fault them on that because I think it adds to the humour honestly.

What did this game do well?


Shadow warriors is a great example of a platformer that feels like a coop. Having the shadow follow you around is pretty cool because now you have to focus on utilizing them. The third game is Time Rewind. Time rewind is a fantastic game with a very intuitive game mechanic. Using the ‘other’ player as a method of travel and assistance is great. I think it’s a very fun idea. I liked the companion in the game and the theme music in the main menu. The mechanics were not too difficult to learn and use. Level one does a pretty good job teaching the mechanics through the gameplay, except for the dash. I like how the double jump is taught by making a platform too high to reach with a normal jump. The writing for the conversations between you and your partner is also pretty good. Quite a good game, and the decision to have a companion follow the player around as a narrator for novice instruction in the first level is a brilliant one, as the player can quickly get up to speed on how to do it and not get bored. Amazing player control and game feel. All the character abilities seem to be well designed and cohesive to the style. It’s very stylish and I like the idea of having a companion that follows you and uses dialogue/story as a means of teaching you the game.

What could this game have done better?


The shadow was a bit unoptimized and it was hard to see the characters considering the environment. I did have trouble with the main level when cloning the player. The physics for each clone made the level more difficult for me. There were a few bugs while playing the game, the biggest of which was that I couldn’t see the health or stamina bars in the second level. Sometimes animations would get stuck and I would be repeating the same animation till I started moving. Sometimes after I die the companion is no longer there and when I didn’t die the companion got stuck in a place and wasn’t able to follow me. I’m not a big fan of the shuriken sound in the game. On another note, I wasn’t able to play the game on chrome and had to use a different browser. Maybe that caused a few issues. The sprite animations look a little janky. I think maybe the center of the sprites aren’t set up properly? The UI for level 2 also seemed to disappear, which made it really hard to know if I had kunais available or not. I think you also could have done a better job teaching the dash. I think that the large jump with ground at the bottom is supposed to do that, but it isn’t long enough and I easily cleared it with a double jump. The handling feels a bit floaty, and I think the difficulty could be made a bit lower Maybe the death penalty can be lighter by having checkpoints at levels. I think the game is a tad too zoomed in. It’s hard to tell what’s ahead of me because of the camera. I think the levels are good at teaching you the basics but are not very interesting when it’s time to actually implement what you’ve just learned. It may also be good to increase the size of the dialogue text.

What did this game do well?


I really liked the story component to the game. It’s always interesting to see what’s in store for the player when exploring the world. THIS REVIEW IS FOR ‘TIME REWIND’ (not in one of the choices) This game was very unique in its concept. When I eventually understood how to use the shadow to my advantage, it made the puzzle solving even more fun to do. This one mechanic made for some interesting gameplay when the switch and door were introduced. The tutorial was a great gateway in how to solve the later problem. I liked the horror theme and the game music fit the theme very well. The tutorial was simple, short and easy to follow. The next level was better, in terms of complexity and that the level was not too easy. The art style of the game is wonderful! The atmosphere is rendered well. Cute graphics and dialogues. The game art and attention to details like the dialog box are good. The general game feel is great, like the art and the idea. The dialogue are well embeded into the game. This is for Time Rewind. The form has Cures and Cures twice. This game is very well rounded. It looks good, it feels pretty good, and the level design is solid.

What could this game have done better?


The game could be improved in terms of the mechanics. It did feel slightly limiting in terms of what you could do. THIS REVIEW IS FOR ‘TIME REWIND’ (not in one of the choices) It did take me a while to understand how to use the rewind to solve the problems. There could maybe be more feedback into what is happening in terms of the switch and button as well because when I did an interaction I was a bit confused as to what it was actually doing. The narrative was a bit fast, so unless it is voiced out, I would prefer to go through the narrative one by one by the press of a button. Also when I go to the item(stick or the metal), it tells me how to use it and gives the narrative for that part. But if I don’t take the stick or come back to take something else, it repeats the narrative again. I may need the instructions on how to collect the items again, but I felt the narrative also repeating there may not be necessary. Also, once I finish the tutorial if I want to play the game again I don’t want to start from the tutorial again. So if this is taking a story mode direction: Then a save point to return to the last position I played would be nice. Or if its taking the direction of levels: Then an option to choose which level I want to play. A couple bugs would be, I couldn’t finish the cure in the second level although I had the necessary materials for it. There were a few more bugs when I did weird things, but I think thats normal for a prototype. The FTUE wasn’t done very well, and it was very confusing at the beginning of the game with no guidance on what was being done. More goal and interactive content. After game over, it would be better if you are spawned in the previous level when I died, not from the beginning The instructions seem to be a bit lengthy and there can probably be more game mechanisms to add depth/challenge to the game. The level is not clear enough for the player, if we have more straight forward level design, the game is better. There’s a few bugs to iron out here and there. I think that the difficulty curve can be a bit better, because there’s a difficulty spike near the end. I think it can also expand on the time idea a bit more, but all of these criticisms are nitpicks. I want to see where this goes if it gets expanded.

What did this game do well?


(Actually the third game is Time Rewind, maybe the name is wrong?) Very nice art style (really cute and I love pixel art)/interesting mechanism and level design It’s another platformer and the tutorial is implemented in the same way as the first one. Using text in the background makes it very easy to follow and understand quickly, and gives players enough time to learn the controls. Also, since the game has a mechanic which players need to use boxes to pass the level, it’s very helpful that the developers included a retry button. I really liked how the main mechanic worked - it felt smooth and the way the switches moved once weight was placed on them felt polished. Interesting puzzle mechanics Elegant platform jump and puzzle game. The atmosphere and animations really fit quite well together and help to build a more relaxing environment which I believe is what the game was aiming for as a puzzle game. The first level/ tutorial is very well done and properly introduces the player to the point of the game, the possible actions, and is really clear and concise without just saying exactly what to do. The second level increases the difficulty and builds out the level at an appropriate pace with fun puzzles to solve. I loved the visuals of the game and the jump mechanism felt very smooth. I also felt the level 1 and level 2 interactions were very in sync. Level 2 felt like a good upgrade in difficulty using skills from level 1. The game was very interesting to play; Definitely had fun solving the puzzles. The graphics were engaging and nicely placed. The mechanism is well applied, the level is challenging Forest is a fun puzzle platformer type of game. You push boxes into a button and its fun to pick your brain with it.

What could this game have done better?


I think it will be better not setting the ‘shadow’ as an entity (sometimes it will obstruct the player, and being able to touch is not quite like a ‘shadow’) The tutorial hint text is a little bit hard to read because the size is too small. The platforming was a bit difficult to pull off. I thought it was a little too difficult to figure out where you were supposed to go in the second level and too easy to get into a situation where you had to restart in the second level. I think the game has a lot of potential The name of game can be better. More unique puzzle or interactive artifacts. I believe the player experience could definitely be adjusted a bit like being more forgiving with jumps to ensure a proper difficulty curve across levels. There could also be some type of indicator to see how blocks are picked up and placed since the game requires some precision and stacking.
I don’t have much, except that the game did feel a bit similar to other kinds of running games, like Canabolt, so maybe as a final project, more work could go into making it more innovative. I felt the second one was bit harder than the first level. Graphic for the tutorial level would enhance the experience. For example, like a note saying the user should put the box on the position. The game might need A little more game feel, the level is a bit hard for a new player solving it the first time, maybe need more heuristic in the level design Honestly, movement was a bit wonky (especially jumping) and I didn’t really enjoy the pickup mechanics too too much. I liked the incorporation of the falling platforms into the second puzzle, but it was hard to tell that it would fall in the first place. Overall, I enjoyed the tutorial quite well, and there was good expansion in the second level.

What did this game do well?


game feel is good/some rules for the game is interesting This is a very ambitious game with a varity of skill designs. I see its protential to be a completed strategic game. This was very impressive for a game made in 1 week! There was a lot of visual feedback from the point and click to transition into the next scene. The controls were simple enough to understand. The battle system is wellmade. The different skils each character has allow a lot of strategical play. The art style also cooperate well with the game system This game did really well in terms of the game feel, music, and core RPG environment. Good assets, great attack effects and animations, and overall good game. The game has all kinds of RPG mechanics. The game has very simple controls. The art style is nice. I like how you get more abilities as you get further into the tutorial. The turn based battling system is cool and well done, seeing all the enemies take turns was nice. The variety attacks also made the game have a lot of depth since I had to choose which attacks to use. the graphic is nice, and the level is fun to play if I get to understand the control Very fun mechanic for old RPG fans. The title feels like a good old easter egg. I like the mageman approach on designing the combat system.

What could this game have done better?


relatively unclear tutorial not very distinctive from other rpg games The normal attack seems to be useless with the existance of skills. Currently skills do not cost any stamina, players will always choose to use the most powerful skill in this case. The player’s HP is too much compared with the damage that enenmies cause, making the player never lose. Hope you can do better in balancing if you decide to extend this game. For a person who does not play RPGs often, I found it a bit hard to follow how to play especially because a lot of it came in the form of text in the first part with the character, Enovia. Because of my lack of experience, I was also very lost on what was happening, even in the first level. While fighting the chickens I couldn’t figure out how to move or sttack correctly. I was also a bit confused about how to fight because I wasn’t clear about these instructions/how to play. Personally I’m not so into turn-based stragetic games, so I feel a bit boared while playing it. To me it feels like this game needs more story telling to enhance immersive experience The player is thrown into a world with no context. Though I figured out what is to be done, a newbie would have no idea what can or should be done, such as what a mouse click is going to do, that the mouse click will interact with not only movement but also with the environment, that you should enter the cave that’s ‘not blocked’, that you should click on certain things twice for it to ‘confirm’, and several other things. For a person with RPG experience, they’ll be able to manage their way through the game. However for a person starting off, they will be left clueless. Therefore the point is that there should be a learning experience or an appropriate tutorial that actually guides a player that doesn’t know what to do. Tutorial is a bit confusing. Wall of text! Maybe it was in the stuff the tutorial lady said but I was a little confused about the warp mechanic and also friendly fire. A lot of good RPGs I’ve played tend to slowly add more features to the game using text-based tutorials rather than one long wall of text. So maybe add some brief info about newly added mechanics at the start of a battle or right before it. For example, right after the player learns how to warp, the first battle starts with something like ‘let me tell you about the warp ability…’. An improvement I can think of is the tutorial system. There was a lot of text that appeared and I’m not an avid turned based RPG player so I skipped all the text, which ended up with me struggling on how to play the game. It was very information overload in the beginning as a newcomer to this type of game. it not obvious on the first part to speak with the npc, and the name is too long Maybe shrink the tutorial level to three waves of enemies that each introduce the player some new mechanics. Some more visual indicators on what the player need to do, like placing some yellow arrows or ‘!’, I think that way the players feel less lost.

What did this game do well?


Interesting mechanism Nice idea to use colors to differentiate enemies and items. The action of the character is smooth. I thought that changing the color of the player was such a unique idea. It was a fun, classic platformer that I was able to puzzle solve with using the colors. The visual design is clear, and since its a platformer, the controls for movement are pretty intuitive. The sprites look nice, and the indicator at the bottom left for what color you are is pretty helpful. the core mechanics is intriguing. There’s a lot of room to explore on changing colors. The game has good sound choices, and game feel elements. The idea of making it 4 colors and for the player to match the colors was a good concept. Falling platforms and traps were a good addition. Cool platform design. The mechanic of changing color feels very new. The tutorial level lacks some fun element. I like the idea of having to switch colors, and think that level design was pretty strong in the beginning. It guides you to the right and shows you the path that you need to take to progress. It’s visually interesting and the heart is there.

What could this game have done better?


Clearer tutorial and better design for the platform Need more guidance for players to switch between different colors to pick up an item or attack an enemy. The character can be more recognizable so that players will not confuse the character with enemies. When collecting objects I wasn’t sure what I got because there is no inventory. I also found that I couldn’t destroy certain objects even when I was the same color for some reason. Besides color changing, I found that it wasn’t very unique mechanic-wise which could have been done better. Maybe certain colors could be unlocked or different colors could generate different colored weapons for different enemies. There doesn’t seem to actually be a reason to use the color change mechanic. It says that you can only interact with things of the same color but the collectibles didn’t seem to matter and attacking didn’t seem functional. Maybe if the platforms themselves were colored or if there were walls I could only pass when I was the right color, I would feel more of a need to use it. Also the colors in the bottom left are not in the same order as the colors you swap to for 1, 2, 3 and 4, which is very confusing. Too many bugs and bad level design make this game very frustrating. Many platforms are meaningless. Though the idea of 4 colors was good, I didn’t understand the point of it in-game, as in the purpose it served for the gameplay itself. Sometimes matching the player color didn’t matter, as it didn’t destroy the objects. I was told that ‘E’ will be used for attack, but I couldn’t figure out why E wasn’t working.The level design called for more polished movement, as I found myself unable to jump multiple times due to collision detection and object layering. Sometimes I was on top of the enemy and the enemy constantly moved wherever I moved. And since I couldn’t jump from on top of the enemy, I fell down all the way and had to restart. The movement otherwise could have been a bit more polished in general, as it wasn’t easy to jump around freely. The fact that the ‘falling’ platforms never regenerate means that I can never cross that path again, so it would have been better for it for the platform to be restored after a short while. Due to the jumping mechanism and movement, the player would many a time hit a platform above while jumping on the current platform which caused problems in maneuvering smoothly, also causing the player to fall down. It would have been a lot better had the falling of the player be dependent on the player’s skill rather than platform placements and movement mechanics. Instead of throwing a big text box of what the player can do maybe change the level design that leads the player to learn the game. The controls are clunky and there are bugs that need to be ironed out. I think a variable jump (jump higher if you hit the jump button longer) would be fantastic. More movement options, like a double jump, or a dash even, would make the movement feel smoother.

What did this game do well?


  • Concept is very cool
  • Controls were easy to use
  • I thought I was able to visualize the maze in my head after moving around The idea is interesting. I really like the particle effect when your health is low, it’s a good design of game feel. The puzzle solving extraction idea is well executed, the field of view limitation functions smoothly in the theme. It was very atmospheric? With the shaders and the air particles. I like the concept of this game - the map iterations are so cool! I love the pathes keep changing as I move through the pathways, feels like a maze. And I think the this feature shows the game’s characteristics pretty much, making the game unique. And also I like the visuals and graphics of the game. It’s very simple, but very unified. The escaping feeling is there. The idea of solving puzzles to escape is fun.

What could this game have done better?


  • Needs more direction to find the puzzle room. I tried for a long time and I couldn’t find it
  • Unclear what the colored rooms are
  • I don’t think adding a time delay for the smoke to appear added to the game. Smoke effect could’ve been more dramatic Need more guide on how to complete the game It could be better if you make the process of finding puzzles and exits more attractive. You can try to refine the game mechansim by building hints and obstacles along the way.
  1. The game might need more thoughts in the levels to reflect depth. Currently the map is not memorizable with a lack of point of interest. Adding some landmarks would give player more positive feedback by letting the player exploring the map and achieve a successful extraction.
  2. In traditional shooing extraction games, the resource management is key to create intense and immersion feelings for the player, if the developer has more time, if they focus on this area it would create a better depth for the game. Honestly, this game just had me really confused. I had no idea what I was doing, or what I had to do to be honest. So some more direction might be nice. It could be better if the game has more audio components. Maybe put something chasing the player so we have something to escape from. And maybe put a random generated map so player feels refreshing in every run.

What did this game do well?


  • I really loved the visuals and the narrative
  • The design was really beautiful and really well thought out The camera view and the art is really impressive Nice graphics and scene building for a prototype made within a week. The Plot has a clear guidance for the player and the game idea is well constructed. The player control is very smooth and creative. The combination of 2d and 3d environment fits very well. The art style of the game is amazing This game was incredibly immersive and well done in leading the player through the objectives and the apparent story. The graphics combined with the flow of the game felt very good, and this group utilized minimalism in the point and click mechanic well too The artstyle is fabulous and the game story is cute. The way the camera zooms into the different interactable objects. It had an interesting puzzle element. very cool adventure game! I love it This is the second mystery solving game I reviewed this week. But it feels very different from the other one. The instructions and hints are very clear, and the interactions are easy (only click and points). I also like the setting of a museum, and the scene’s building utilized the setting very well and put me into the scene. The music is really good.

What could this game have done better?


  • The deterministic storyline felt like it could get boring, especially since the user doesn’t have a lot of agency
  • Feels more like a story than playing a game (but maybe that is the design of the game) Just complete it UI could be better, try to beatify the dialogue box with the style that match the theme of the game. Also adding sound effects to the items and characters could bring more game feel. Some of the control might have some bugs or not consistent through the game. The bucket with the key cannot be interacted (might be blocked by other object’s collision box) from certain anlge range. If we have some voice/voice indication the game would feel better. The depth might be a little bit shallow from the current demo, since it’s deterministic and player cannot solve multiple things with single mechanism (like multiple choice for the player when player aquire the key) but it has huge pottential. It would have been cool to have a feature have a objective notification on the screen at all times as the game progresses so that the player doesnt forget or get lost along the way. The camera movement is a little too fast sometimes. The dialogue options are hard to trigger when clicking on them. The controls were very unintuitive. Point and click means there needs to be buttons to scroll the museum. the story can be fullfilled and improve better I hope the dialogue box can be more complicated with more effects and better graphics. Sometimes it’s a little bit hard for me to read the text because it’s a little bit small.

What did this game do well?


Liked the music. The game was a fun, concept, I liked playing it. The core idea of this game is fascinating. Using UI to play the game is a bran new experience. The game introduces an interesting mechanic that I’ve never seen before. I think the mechanic works very well and the game adds a nice level of depth to a simple number adding game. It’s fun to play, having to pay attention to the numbers and dragging them in before you lose them. I ABSOLUTELY LOVED the concept of using numbers as the main mechanic. Honestly, it’s so creative and sparked a bunch of ideas for myself. I really liked how the game nailed its retro-game theme with fitting music and a pixellated artstyle. I also thought the drag and drop mechanic was very clever and an interesting way to challenge the players’ dexterity. The idea that player interacts with number on UI is impressive. The mechanic feels really refreshing. Feels fun to play and get into.

What could this game have done better?


Once I figured out to invest on defense first(was easy to find after one game) it became too easy too fast. Also not sure why we are able to add the stats to the boss as well. Also when reaching the final boss, could’ve made it such that the stats of the boss keeps increasing each time the boss is defeated. It just became a repetition of the same boss over and over again.
The deeptness of this game is too shallow. At first it felt like there’s a lot of strategy involved, but in fact It is very easy to find a best solution that you can not lose the game. Having random event or introducing new mechanics like multipliers might increase the replaybility of the game One improvement is making it so that you can’t drag the numbers to help the enemy. It didn’t make sense to power up the enemy trying to destroy you. Also, I think adding variations to the numbers would help a lot as well, like adding larger numbers and negative numbers so there’s things I have to avoid dragging. There seems to be no purpose in adding enemy health, or doing anything other than going crazy on armor and damage. Maybe add some new incentives to the game? I think if there was more variance to the way the numbers worked the game would have been even better. For example, if the numbers went in random directions and were less predictable and if the player was incentivized to mix up which stat to put points in. More attributes. So far the easy strategy is to add attack. Maybe include negative number or more stats. I think this type of dragging the number around will work better with maybe a puzzle game?

What did this game do well?


  • I thought it was super fun to play
  • Controls were intuitive to use
  • Interesting concept Nice idea, it’s a bit too hard for me but will definitely be loved by rhythm game players. Changing directions and colors at the same time to catch a note is challenging but I guess it will be much easier when you get used to it. I love that this game’s difficulty can be controlled by you and set at your own pace. It’s very chill and easy to learn, but hard to master. The difficulty makes it feel very rewarding when you manage to complete a level well. I really liked how solid this game felt it was well thought out and fleshed out, with the features of the in game shop, as well as the difficulty levels. it feels like a game that would be on the app store and could be expanded upon in the future the game is fun and its new that can use points to get health and temp wall. Also the wall with color changes is fun to play The game mechanics were top tier and the concept was a refreshing take on rhythm games. The game is unique and has a fun gameplay loop. The game is difficult but has features to make it easier to play. The game feel mechanics such as screen shake make the game more engaging to play. Interesting mechanics regarding blocking the beat cool concept of making color to memorize blocks and beat with beats

What could this game have done better?


  • Arrow keys didn’t work consistently. Sometimes they spun two moves, sometimes I was blocked.
  • I thought the beginning was too hard It could be much more attractive if you make the beat changing, try to use beats from songs or generate it by some algorithms or AI. Account for latency in a later build, so that it’s playable on all types of devices. I think having the option to change the controls would also be good, because I kept trying to use WASD for direction and up down left right for color instead of the other way around. Maybe incorporating different sounds and maybe combo graphics on the sides for when the player gets a certain number of correct beats correct, and maybe more graphics overall in the game I don’t really see how the beat related with the arrow spawning. probably make it related like the arrow show when the beat hits The key presses for the color change could have been more intuitive. For instance maybe just one or two buttons to change color. I kept forgetting which button corresponded to what color and couldn’t really play the game well. A nice option would be to be able to flip the controls so that WASD is to move the wall and arrow keys are to change colour. Controls need to be more intuitive a little confused about how the gamplay at first.

What did this game do well?


Fantastic design and aesthetic. The difficulty is just right and the progressive mechanic of the blocks is also very intuitive and fun. This is great. The game loop is fun and slowly gets harder over time, each new type of platform affects the gameplay just enough to be impactful but not enough to change the core controls, and the visuals genuinely look really nice. The little tutorial screen at the start is also very effective. I like that you unlock new platforms and mechanics the longer you play and that it carries over across runs. It’s very endearing and the difficulty rises as you get better. It never really feels like the game gets too hard too fast. The animations, graphics, theme, mechanics, all worked really well together. it was comparable to doodle jump but better because of how you have to keep track of the player moving back and forth and the jumping height as the platforms. It was really fun and scales the difficulty nicely with the addition of other platforms as you keep climbing the mechanics of building own platform is fun, and while getting more points able to change the platform types is cool. The UI is also cool The game mechanics are very creative and challenging in an entertaining way. It’s a cool pixel retro game. The game flow is solid and it looks very polished. The game has interesting mechanics. I like the unique take on doodle jump where you have to make your own platforms. The platforms each feel unique and different from each other when used. Interesting endless game inspired by Doodle Jump really good at the idea of different platforms and this is so amazing of this art style

What could this game have done better?


It’s hard to say. I guess the one thing I would like to see is maybe a platform that shoots the asteroids in both directions? As someone playing on trackpad without a mouse, its very hard to get anywhere in the game, and changing platform types to a specific one is nearly impossible. I think since the platform types are laid out horizontally, it’d make more sense to be able to toggle platform types with the numbers 1-4, since your left hand is already right there. That’s just a personal thing though. I also think W should have been used as the jump key instead of space. I think that it might be good to be a tad more lenient with the timing/spacing for placing down a platform. Sometimes my aim is a bit off and it turns red at the last minute, so my character ends up falling and dying. Placing the camera a bit further back so there’s a bit more time to see comets coming might also be good, because I really want to stay on the higher end of the screen but it leaves me no time to dodge comets coming from above. And if I stay right in the middle, I think that it’s a little too easy to fall behind if you mess up once. maybe the background can change as the player ascends, different music, maybe a health bar for hitting the meteors. Get confuse at the beginning of hitting it Adding background music and changing in different levels would be nice I found the key presses to be a bit confusing. I had a challenging time clicking and moving the character at a rate where I could keep playing. It created a frustrating experience playing the game and I found that I was focusing more on the key presses than playing the game. The game could slowly ramp up the difficulty instead of being very difficult from the start. Balance the platforms a bit more as the bouncy one felt significantly better than the other ones. Controls were a little hard a little confused at the beginning of the game, should teach more

What did this game do well?


It reminded me of the games I’ve played before, so it was nostalgic. I liked the level up effect and the obstacles placed in between. I liked the map, there was no end to the map. Although repetitive, I liked this much better than having a box in which we can move as a map. The auto generated infinite map is well made. With the obstacles in the envrionment, it makes the game unpredictable and challenging. The game is simple and keeps you focused as more and more enemies start to pile on. It encourages you to think about how to want to position yourself to get the most value out of your knife throw since it can collateral multiple enemies. I found myself thinking of ways to line up enemies and where to position myself so I can get the most amount of kills. This game developed an expansive and unique environment for the player to explore and implemented multiple consumables to collect. The game is non-deterministic and constantly generates waves of enemies and consumables. The game also positions the camera well to allow for fast paced and strategic gameplay. I thought this game handled the randomly spawning undead very well. It reminded me a lot of Vampire Survivors. I think the gameplay of trying to outrun an ever growing horde was well done and the spawning of the enemies felt very fair. If the idea was to make the player be stuck in an endless zombie situation, then the game does well in portraying that. It has decent heuristics, sprites, and a good feeling of needing to escape the environment. PCG about map and item. I think this game is great in the sense of consistency. It certainly has great extendability to be worked into a full game given the number of systems that can be improved with more content. More items, more map randomization and more enemies types are something that I can think of.

What could this game have done better?


Without instructions or a tutorial it was confusing to figure out how everything worked. It didn’t take long for the weapons but it was difficult to figure out how much health the mage and armored skeletons had. Also the arrows did not go through if the enemy is not one hit, i would’ve preferred it to go through as the number of enemies was great. This made the difficulty of the game much higher. Another aspect was that I didn’t get to shoot the arrow and the arrow doesnt move up or down. Apart from this there could’ve been a special move to help the player out. Any one of these suggestions could’ve made the game more easier to play(I am mostly saying this because I couldn’t reach the orkeleton). One last thing would be that after my arrow hit, i still take damage till the skeleton vanishes. Upgrade only upgrades the speed, so that when stronger enemy cames out it can easibly be overwhelming. Should have some kind of score system to encourage player to continue to play I think a nice improvement to the game would be some indicator showing where the knife is being thrown and when it is getting thrown. There are a lot of instances where I thought the knife would go in one direction but it ends up going in another direction. This game could have adjusted the waves of enemies based on the players strength and incorporated different methods of attack for the player to use. I think if there was an easier way to control the direction that the player’s automatic attack fired towards this game would have been improved. Right now it feels a bit clunky to have to move back towards the horde to deal damage to them. Since this is a zombie game, a twist to the typical zombie-likes could have been implemented where the player can never truly ‘win’. A potential idea could be that the player has the ability to kill some zombies coming in the way, but has to find smart ways to escape the others, through the means of the environment. High scores could then be implemented based on survival duration. As it stands, however, there is no way to kill off all the zombies, and no way to endlessly survive as well. Shooting in the direction the player is facing could also be altered to shooting in the direction the player wants. It would be great if the player can choose when to shoot or to shield. I think its game feel can be improved. I found the combat system a bit awkward because the player doesn’t have control over when the arrow is fired and that you orientation is tied to your movement. There can be better feedback when an enemy get hit or when the player gets damaged.

What did this game do well?


This game is very nice with a very unexpected core mechanic. The idea of it being like a souls game where dodge rolling is key is very fun and challenging. The visuals and sprites look really good. The UI is clear and the hitboxes look like they line up properly with the sprites. Controls are responsive and snappy as well, which is very important for a game like this. It’s very ambitious and as a souls fan I absolutely appreciate the effort. I like that there’s a jump that helps with distancing, no contact damage, the roll isn’t spammable, that there’s support for different playstyles, and that all the enemy movements are pretty well telegraphed. The arena isn’t really crowded either. Completing each wave heals you as well. the art is cool, and the design with survived waves is fun to play. The game is very clean and easy to understand. The movement feels smooth and appropriate for the gameplay. The gameplay stays fresh as enemies positions are different with each wave. Cool graphics and game mechanics The mechanics and animation were well done and the game looks polished. The week’s assignment was to make a game difficult to play. And well this game was difficult to play. It had a UI, good enemy AI, and animations. Overall it is a fun game to play. I like the variety of enemies in waves and the increasing difficulty to survive for longer. The feedback and game feel are ok.

What could this game have done better?


This games variety was standard, I would have liked to see more variety with the boss movement and maybe different enemy types. The game feels way too hard. I couldn’t even get past the first round. It looks like the roll is meant to be used as a reaction to an enemy attack, but I personally felt that the startup animation of an enemy attack was unclear. Your own attack range is also tiny compared to the big round 1 enemies. I actually found the boss a little easy since sometimes his sword flashes red to attack. I think that the action cancel kind of misses out on the deliberacy of the soul-like combat this is trying to emulate. The ideas are there but it needs some polish. You can action cancel with every action except the attack, so it always feels uncertain whether your attack will actually go through or if it will kill your momentum. I recommend sticking to one or the other. Though if you go the souls route, a helpful tip is that souls doesn’t have action cancel but if you hit atk while rolling, your next action will be an atk when the animation is done. It reads your intent even if the rolling isn’t stopped. Enemies have a tendency to turn at the last minute as you dodge through them and the hitboxes are a bit too large (especially with the big giants). The dodge timing is uncertain but I had enough stamina to get through a lot, so that could work with just some tweaking. maybe change the attack ranges for the tall monster, when I attacking the first one the second can always hit me and when I run away i will still get hit I feel games with these characteristics typically have items or consumables to aid the player and make gameplay more interactive. Description on how to play in the beginning would be nice I wish the environment could change or that it was a side scroller. I also wish there was another goal other than fighting the monsters. I don’t gain anything after killing the monsters. The game mechanics could be making the game very difficult to play. There is no room for error, and the crouching mechanic that should ideally enable you to dodge, doesn’t always work. The enemy AI is extremely strong, so it looks like the only way to defeat them is by spamming. However, the game is still really well done. It’s a bit hard to correctly time crouching because you don’t really know when the enemy attacks or their range in the game. I think it would be better to have enemies being slower than the player and have more animations.

What did this game do well?


Dungeon crawl has a fantastic ambience to it. I can very much feel the game. The lighting effect is very well implemented and the goal is clear. I liked the sound effects and music, it was apt for the game. I was able to figure out what to do in the game without needing a tutorial but the game was not too simple as well. I liked the concept of a portal to another place or part of the map. It added some required complexity to the game. The lighting was also good. The game captures the ambience of the environment quite well. The music and sound effects fit the theme. The game itself is simple, but also engages you as you have to find a way out of the way by finding keys. The more you play, the faster you become as you start memorizing certain routes. The lighting here is amazing. The limited view does a really good job of contributing to the scary atmosphere while also letting the player see a little bit behind walls. I think the controls are also really responsive, allowing you to go exactly where you want and react in a split second. The audio of the enemy getting louder when it approaches is also very very good. This game centered around maze traversal and had unique item and enemy spawns making gameplay more refreshing. The game utilized the camera well to develop a certain atmosphere for the player by limiting vision and developing difficulty. The map system worked really well. It was really fun going through the maze With the sound on, this game does really well in creating an eerie feeling of anxiety and urgency. With the low vision and a perpetually following enemy AI, it’s a creepy (in a good way) game. It has great heuristics, is fairly difficult to play, and is well made. The horrow atmosphere is great. I really liked how the enemy AI is sort of designed to be dumb, going directly to the player. This brings a lot of fun

What could this game have done better?


The picking up Keys was fairly underwhelming, also it seems very easy to dodge the enemies. Maybe finding a way to increase the difficulty? I felt the character was sliding through the maze and there was no changes to the player when turning, an animation for walking would’ve been a nice addition. One thing that could have been done better is an enemy that chases you to create a sense of danger at all times. Currently, the enemies are relatively easy to avoid and don’t chase you as much as they should so they don’t pose a high enough threat. I’d like to see a timer implemented or something similar, as it can help with the feeling of urgency and prevent players from ‘taking their time.’ Since the maze is the same every time, I think it would make the game more interesting if instead of having 4 set key positions, you maybe have 10 or so, and pick 4 of them in a random order. This lets each playthrough be unique while also making sure the keys aren’t impossible to reach. I also think having the enemy behavior be more like a patrol instead of a chase makes the game more fun and allows the player to sneak past an enemy. The game could incorporate more animations to improve the traversal experience and also have a way to keep track of the maze layout.
I felt the doors/levels system could work better with better graphic. I wasn’t sure what the black space indicated in the beginning The enemy AI could have used some adjustments as sometimes there’s no way to escape it in a corner location, If the enemy does get to you and you’re stuck, there’s no way around it. Maybe the map could have used adjustments so there is no ‘dead-end’, unless that was the intention. The only issue would be that with a dead-end and a following enemy AI, it’s pretty much impossible to survive, and the entire level restarts, with the player having to pick up all 4 keys again. Either the enemy AI could be adjusted, or there should be a way for a player to escape corner situations. Otherwise, the player would have to memorize the entire maze in order to not be in such a position. But it’s overall a great game. Enemy AI can be smarter with A*, following player along path. The ambient sound effects feel out of place. I think it can be tuned down a bit. The process of gathering all the keys from different rooms becomes boring once you have learned the map. Some randomization will be great, but I think it would also be amazing to have more activities in the dungeon.

What did this game do well?


The script is interesting and the art looks nice. The idea of AI generated content is pretty interesting, a rogue like detective game is really creative, the art and music fits the idea pretty good. The notebook is also a very good way to track down player achievements. It is interesting once getting the trick. And the fact that all the clues are randomly generated adds a lot of replayabilities, which is very important because it is hard to understand the game first time playing it. Wow, I didn’t even know this type of game could’ve been made. It’s very creative in incorporating whodunnit with a video game, adding a time feature to pressure the player into making smart choices. I liked how the game limited the amount of actions you could take per day. It reminded me of Persona. I also really really liked the Detective Notepad and how it kept track of the evidence you’ve acquired so you can cross reference it and figure things out. I think that was excellent. I like the UIs and interactions of this game (and the Ace Attorney reference & inspiration). The map movement is really helpful to show what places I can move too. I think this prototype has high potential to grow into a complete mystery & puzzel solving game! This game is really easy to play with the handbook. Player doesn’t have to for themselves to remember the clues and stuff. They can just focus on the fun.

What could this game have done better?


Maybe introducing a longer and more complicated case? The player guidance is not clear enough, it’s pretty easy for player to get no feedback from the narrative or the content. The idea is solid but the depth of the game is not introduced to the player smoothly, it’s pretty hard for the player to understand what’s going on in the game in the first several try outs. The tutorial is not ideal, too many words. Instead of telling the player from a third player perspective, maybe it’ll be better if directly shows the player what happend using illustrators and dialogues. Sometimes I just couldn’t find the culprit and ran out of time. There should be a way to pick a culprit outside of going to locations. I think maybe the conclusions tab in the Detective Notepad could have been left out. It might be more fun to just give the players the evidence and let them come to those conclusions on their own instead of giving it to them based on what dialogue they’ve had. It would be better if there are more instructions and hints on investigation. I am a little bit confused when I first entered the crime scene, because the investigation button says ‘nothing to be investigated here’ and I expected I could click around to explore this scene. Maybe more complicated puzzles.

What did this game do well?


Really good in combining game feel to the mechanism. Like the invicible skill a lot. Overall really fun to play. This game looks very appealing. It has a very attention grabbing game feel to it that I like. The mechanics are well implemented and the movement is smooth. I like this game. Its pretty fun to play. Learning to aim without moving feels good, invincibility feels good to use, and all the game feel toggles definitely matter. The game feels much worse without them, which is a good thing. The explosion effect on asteroids is nice but doesn’t distract from the game. The little slow motion death effect is also very nice. Assigning each toggle to hotkey is also very smart since the game is controlled by mouse. This game is pretty well done! Especially on the art, the various effects and textures look great, and the skill design is fantastic! the game is fun, I like playing this type of game, movement is smooth and can feel the hits The game has a variety of game fell elements. The elements are impactful to the game and improve the overall experience of playing it. The art design of the game is beautiful and takes inspiration from arcade games.

Most of all, the game is fun to play. It has simple game mechanics but the gameplay loop of chasing a new high score is fun and satisfying. The visuals are amazing with intuitive controls. The UI is very clear and useful. The various options to affect game-feel / effects are quite effective and it is fun to play around and see how different toggles affect gameplay. I really enjoy the camera shake and the particles. It makes you feel like every action has an effect.

What could this game have done better?


It is tired to shoot manually all the time. Switch it to automatical shooting or add some restriction in shooting. Also it’s more intutive if the left click is shooting and space bar is the invicible skill. Adding more difficulty overtime might be better. The game does lack the certain oomph factor that would make me want to play it for a long time. The challenge is cool but I feel like I hit a threshold after a while. The toggles take up too much of the screen. And are a little distracting especially since asteroids and the player can still be in that area. I also noticed asteroids spawning on screen, which took me out of it a bit. I think there should also be some kind of cue for how much longer you have until invincibility is back or when its about to run out. Maybe with the blue bar on the top right you use for showing when its available? I think more could have been done with enemy variety and feedback from hits, the controls are already very good for the characters and feedback from the enemies is just as important. probably let the rock explosive right away when the missile hits on it, currently it fall back a little then explosive. And maybe add a blink when the shield is about to disapper Although the game tells the player the controls they feel a little unintuitive. This is because the player follows the mouse so I naturally expected mouse click to be the shoot button and space bar to be the special power button but it is the other way around.

It would be good if you could see the power bar visually recharge instead of just disappearing and reappearing. The game could have he toggle options into a menu to provide a cleaner environment and have more variety of enemies. Doesn’t really feel like I’m floating in space.

What did this game do well?


The platformer idea is super fun! I like that you can trigger game feel effects. The jump is really fun and makes you feel like you’re in space. The animations are cool as well. The game has great animations. It’s also fun to defeat the knight after learning how to dodge his attacks and coming up with your own strategy to defeating him. The effects feel impactful, and the camera shake makes the knight hit feel HEAVY, which is good because it makes you think twice before running it down. I love the art style as well. The game does feel quite challenging, and the combat system is well thought out and interesting. I also like the choice of sprites, sound effects and music. this game also had a great artstyle and animation for spirtes and the environment, it had gravity, particle effects, and camera shake, i liked playing as the knight The game feel was AMAZING. It really felt like I was getting destroyed because of the weight of the knight’s swing.

What could this game have done better?


While the jump is fun, I think it hovers just a bit too long forcing the player to wait for the character to drop. Hitting the enemy is also not very intuitive because there is almost no feedback of when you hit them. The AI for the enemy is also almost too hard to defeat, instantly hitting you when you get near while the animation for the player takes a bit long to actually hit the enemy. One improvement to make is that the knight’s attack range far out ranges the player range. This meant that you can’t really kite the enemy as you can’t escape the knight fast enough after trying to bait an attack. If you choose to expand on this as a final project, you can definitely add more enemy types as well as more scenes and longer platforming sections. Also, pickups and/or inventory system would be really cool as well. The UI and the particle effect is sort of out of place. And sometimes it is too easy for the enemy or the player to just combo indefinitely to the opponent’s death. An invincibility frame as a comeback system might help with solving the issue. jumping was a little bit too high, and falling was too slow for a perceived knight with armor, could have had a health bar or more tiles for exploration as well but still good The jumping felt a bit weird, and also gameplay-wise, it was quite difficult to beat the knight due to his very quick swing speed.

What did this game do well?


The flies growing is amusing and I like that you can toggle game feel elements. Nice idea. The movement of flies looks realistic(as indicated in the presentation). the art style for the frog was really good it almost looked 3d, i liked the idea I like the aesthetics! nice graphics and neat dynamics of the sprites

What could this game have done better?


I’m not sure if it was just me but my left click didn’t seem to be functioning properly or how to use it wasn’t intuitive. This was the same for jump. I didn’t realize that I should be spam pressing space. I was a bit confused with the objective as a result of these. The machanism is not ‘game feel’ enough: player never loses. Maybe you could try to make it more challenging by letting the forg die if it is in the water for a while, and let the stones be the obstacles that the frog cannot jump over it. the controls werent clear, the flies/bugs were a bit confusing because i wasnt sure how to play/win, and there werent many other game feel mechanics menu was on screen and distracting as well as small It was quite confusing how to play the game. The lilypads weren’t really doing anything, and for the longest time, I couldn’t get the tongue to work because I didn’t understand the controls. The flies also were a bit funny to play around with. I was not sure how to move the frogs until the explanation.

What did this game do well?


The narration was amazing and the overall concept was well executed. It definitely hits all of the points of the game feel week theme. Nice idea. Use generative AI to create asstes. Nice combination of sound effects to make it feel like a game. *Interesting, novel concept *Graphics were really good *Sound effects contributed to the game feel *I felt urgency and a little bit of anxiety in the game, which was good I like the game concept. The game feel has been added neatly and aligns well with the game The camera shaking effect and the audio is very successful and greatly enhance the gaming experience, adding more feeling of tension and urgency. The effect and sfx together created an ambience which perfectly fits the game’s purpose of defusing bombs.

What could this game have done better?


I never knew what the right code was and there wasn’t a way for me to get another hint. Not sure if it is for demostration purpose the digits are unchanged each time. Besides UI can be improve to fit the game environment. *Game felt a bit simplistic and repetitive after two plays, so maybe it could be built out with more levels (but this is nit-picking) (If you had more time) adding more storyline will be really fun I hope the time deduction can be a little bit less.

What did this game do well?


The game feels very well done and I felt like I was controlling an actual dragon. The sounds effects of the dragon is well made, and the gameplay itself is very fun to play. I like the animations and the story was cute and easy to follow. Health bars on enemies were a nice touch and I liked how the storytelling was mixed in with the movement so it kind of encourages me to explore to look for more story snippets. So many aspects of this game are quite polished. The UI is great, and I like the exit menu especially. The sound effects for the dragon are fitting. I appreciate that every sprite in this game is animated and picked cohesively. The effort to create a depth of field in the background is also an example of your dedication to details. I also love the intro tutorial. the art style was insaned detailed and the flow and controls were well done, it had a simple but cute narrative and posed a good difficulty for players. Oh my god it’s very beautiful and the story fits the aesthetics very well. I also love the background movement. The game has great art style. The inclusion of the parallax effect greatly to the environment of the game. The game feel elements present make it easy to understand what is happening on the screen. The instructions/narration is to the point and easy to understand and makes good use of player behaviour (adding text in the sky right after introducing flight to the player).

The gameplay is fun and makes use of typical game balancing such as a flight meter to limit arial movement. The game has a nice story. The game has a very well put together atmosphere and ‘lore’. The gameplay is fun and provides good user feedback. I enjoyed the story behind it as this game sort of feels like a prologue to a bigger game which I really like.

What could this game have done better?


I can think of a couple improvements. First is the dragon fire breath shoots too often. I was able to shoot infinitely by holding down my mouse button and it made the entire game incredibly easy. Another improvement is maybe adding a cooldown to flying or you can add aerial components to the level design. If you choose to expand on this, I think extending the story into multiple scenes would be really cool! And it invites different level designs for different scenes. It does feel that the game is a bit more of a art showcase as the it is not very challenging, which leaves space for balancing. The camera seems to be a bit too far and too high up by default, and it would be better if it prioritizes on keeping the enemies on ground in view. i think in terms of game feel, the requirements were met but the game itself doesnt scream game feel in the sense that i didnt feel like a dragon playing their game, but still amazing overall The sounds were a bit loud, and the gameplay was a bit boring to be honest, since I could just spam fireballs. The game is too short :(

The animations mess up/don’t reflect properly if multiple actions are performed together (such as moving and shooting). Some mechanics can be added to boss fights like shields or high damage attacks.

The gameplay is very suitable for platformers so having some platforming sections could be fun. The game could have expanded the camera more to provide a better user experience. Perhaps add more camera shake in intense moments, as well as scene fading to capture tender moments in the story.