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ospina

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A member registered Apr 21, 2020 · View creator page →

Creator of

Recent community posts

  • What else can be implemented to make the game more fun and replayable?
    • I think if you make the camera movement start off a bit slow, it'll give new players a chance to learn the basics and then jump into the endless runner. Overall the game was super fun and had be me playing again and again!
  • Are the Portals working as intended?
    • The portals work beautifully, since I played the portal games I knew how to work them and it worked so smoothly with the directional mouse input and the easy movements helped.
  • Are you confused at all by the concepts presented? How can they be presented more clearly to make it less confusing?
    • I think with future updates, the different color of the portals could have more use, at times the color of the portals do not matter but it does give some nice aesthetics and I liked but some people could confused with the different colors. The grey blocks were perfect though, it gave the player a clear understanding as to which wall can generate the portal.


    Feedback

    • Which aspects of the game are worth working more on? Why?
      • I think everything is clean, the only thing I would say needed more working on were the colliders of the player and objects. There would be times where I would not even hit the purple block with my balloon but I would still die. 
    • I love the audio of the game but I would definitely add an extra little notification for players that do not have audio turned on for when the player dies and they can't jump again. At first I forgot to press the screen so when I played with no sound and when I hit an object and started falling down I would spam my spacebar to not even allow any movement. But the sprite change mentioned in the comments would help a lot!

    Feedback

    • Which aspects of the game are worth working more on? Why?
      • I think restricting the player from truly flying away would help a lot as if someone mistakenly adds too much force underneath or to the side they'll have to restart or wait till they drop.
    • Which aspects of the game don’t work as-is or need improvement? Why?
      • I am not too sure if it was my browser ( I tried both Chrome and Microsoft Edge) and the the player seems to get lost past the boundaries. I think changing the dimensions of the game would work nicely and since unfortunately I can't see entire level, I am assuming there are walls to prevent the player from flying away? If not then I would definitely look into creating those as well as maybe resetting the players position back to the start? 
    • I actually think the difficult of the game was fair, maybe adding a little arrow or trail to help the player know how much force they actually putting? Besides that everything seems to work smoothly in terms of playability!
    • Something remarkable (i.e. you noticed it because it showed care by the developer, was particularly engaging or fun, or was otherwise memorable)
      • I really liked the concept of the game, a nice quick basketball simulator never hurt anyone! My favorite part of the game was the particle effect you had on the ball whenever was shot, it gave such an appealing effect to the player.
    • Something to be improved about the game
      • I think if you added some type of crosshairs to game it would make the game much more enjoyable to play rather than just shooting the ball sporadically. Even without a crosshair, maybe a trailing effect when ever the ball is thrown so the player can calculate the distance and have a better shoot percentage. 
    • Something successful about the game
      • The particle effect was a very neat feature, besides this another successful thing was that the ball was able to be picked up whenever the player collided with the ball. Also, the way the ball never left the scene was a great way to ensure players will continuously keep trying to make a basket. 
    • Some general, off-the-cuff feedback (what you liked/disliked and why)
      • Liked: The game itself was simple and fun. I love playing any type of sports game and the fact that it was playable made it fun! I really liked how you had audio in the background, the simple level design of the bleachers and the bench to create the feel of the game.  I also really liked how you had the option to take a long shot or take it up under the rim. 
      • Disliked: I think the game was just a tad bit too simple, a bit of unfulfilled potential , maybe adding a shot clock timer, some audio or visuals when the player makes a basketball, some visual lines to show where the ball would go when you shoot it, or even having some fans cheering on the sidelines. The game was fun but I definitely would have loved to see more. Other than, great work!
    • Something remarkable (i.e. you noticed it because it showed care by the developer, was particularly engaging or fun, or was otherwise memorable)
      • Let me start off by saying the voice acting is exquisite. I loved how you made the game super interactive and made the player engage with everything around the scene. I think the story/premise behind the game is pretty funny and the Easter eggs were a great feature to make us work towards something!
    • Something to be improved about the game
      • Even though I loved the voice actors and all the characters within the scene, Triggering the conversations were always a bit wonky, I had to spam my E button most times and walk around the character so many times just to start the dialogue. The only other issue I had was that when it came down to the Easter Eggs, I couldn't figure out the way to trigger the Council Scene or the Rooftop scene, so I was clicking around the objects in the Hierarchy and having to turn on the objects myself. Then again, I could have missed an easy step or two.
    • Something successful about the game
      • I think you delivered that true house party feel, from the random dude in the corner, the two jokesters near the bar, the crackhead on the roof, the bouncer, the stereo, etc., I think you truly nailed it all. Features like grabbing the beverage and drinking it as well as being able to change the song by using the number keys were great touches to the game and gave the user more things to do. The placement of all the characters as well as the lighting objects were done nicely.
    • Some general, off-the-cuff feedback (what you liked/disliked and why)
      • Liked: The overall feel of the game was awesome. I think this game was hilarious in all kinds of ways so it had be talking to each character, walking around the house in circles, and jumping off the map for the banter. I loved the delivery style and how fun you made the game to be, great work!
      • Disliked: Right off the bat, I definitely think the scaling of the main character was a bit odd. At times, it felt like we were a kid in a grown up party with how large everything was so many shortening the height of the ceiling, scaling the character up a tad bit or moving the camera  would have been a great way to fix that issue. The clever Easter eggs just a need a little revamp to ensure it gets triggered but other than that, I really liked the game! 

    • Something remarkable (i.e. you noticed it because it showed care by the developer, was particularly engaging or fun, or was otherwise memorable)
      • I have to commemorate you on your level design once again. Everything about the different scenes was perfect, the lighting, the placement of the objects, the spacing of the environment, the transitional hallways, the flashlight, absolutely everything. You nailed the horror game feel with the minimal lighting in the scene, the use of a flashlight, and the ongoing scary music. I was a victim of your jump scare because I am extremely petrified of anything horror related.  I am lost for words, great work.
    • Something to be improved about the game
      • I am not too sure if I wasn't playing the game correctly, but I couldn't find the keys to save my life in order to escape (unless that's the premise). I do understand the horror part of not be able to escape and being stuck within the lonely world but maybe giving some direction in a way? Besides that, I think the only thing that needed to be improved just a tad bit was the use of the flashlight, the closer you got to an object the light would disappear and I couldn't see the object in front of me. Other than that, I think the game was spot on.
    • Something successful about the game
      • Delivering the horror game feel was the most successful part. Every placed object was strategically thought out and the small flickers of light, insects flying over the dead body, etc., was just small yet impactful features for the game. The other successful thing were the transitions between the rooms, I liked your approached when it came to moving between the rooms and rather than having them in a linear plane you just teleported your character. It was a really neat idea.
    • Some general, off-the-cuff feedback (what you liked/disliked and why)
      • Liked: The level design is breathtaking and while the game, I walked every inch of the environment just to admire it. This game has a lot to offer and I really hope you expand on this project in the future because it really fits the criteria for horror games and even though I do not play horror games, this one would have me sleepless.
      • Disliked: As much as I have praised this project, I felt that this game could have had a bit more direction when it came down to gameplay. The goal is clear, which is to collect the keys in order to escape but there are not really any hints or noticeable instructions. If you can somewhat give the user just a bit of help in finding a key, the game would be completely astonishing and practically ready for release. Other than that, I have no other complaints, the game was incredible to play. Fantastic job!
    • Something remarkable (i.e. you noticed it because it showed care by the developer, was particularly engaging or fun, or was otherwise memorable)
      • I love how you're trying to make the next popular speed run game.  It has the potential to become very interesting and big with some more engaging objects and a little bit more obstacles. 
    • Something to be improved about the game
      • I would definitely love to see more things added to the game, seems a bit too simple in terms of playthrough.  Whether it is creating a nice visual background, different sized shapes, or multiple levels, the game could be very fun!
    • Something successful about the game
      • When the ball lands on a platform, it can immediately jump again to another platform, adding to the speed run concept and giving the user the ability to consistently jump onto different platforms. The timer also works very well and the restart when the ball falls off a platform and into the abyss. 
    • Some general, off-the-cuff feedback (what you liked/disliked and why)
      • Liked: I really enjoyed the speed run concept, it gives you a sense of thrill and accomplishment when you land on each block. I also liked the little tiny addition of the different colored block that indicated the halfway point and the finish line and I liked how each ball restart was nice and clean.
      • Disliked: I am atrocious at keyboard and mouse so this game was outlandishly difficult for me and I can barely make it to the blue platform without restarting over 10 times haha. I would also recommend just changing the platforms around and experimenting with some cool level designs!
    • Something remarkable (i.e. you noticed it because it showed care by the developer, was particularly engaging or fun, or was otherwise memorable)
      • Let me start off by saying that the level design is absolutely astonishing, everything about each level is beautifully thought out.  I also am in love with how you used that ball glow in the 3rd level with how the ball disappeared at times during the first set of obstacles and also loved the space background/skybox, and the audio that you used throughout the game. The moment I started up the game, I felt so immerged and interested to play with how clean everything looked and felt. Level design looks like one of your strong suits so keep it up!
    • Something to be improved about the game
      • I am not to sure whether it is my computer or the game itself, but at times it took way too long to load up a scene. I know that does not have to do with the game itself, but I would definitely make it much more playable in more devices down the road. I also think the movement of the game is very hard, I get it is very similar to Marble Madness but when it came to jumping on to different platforms, I was already preparing to restart the level. That being said, maybe incorporating checkpoints into the levels so that once you get towards the end, it doesn't send you all the way to the beginning and give users the chance to finish a level.
    • Something successful about the game
      • I think each obstacle and their animation was done wonderfully. There was not a single obstacle that was out of sync with the rest of the them and that made the game feel so smooth and fun to play. Along with the animations, all the physics materials that you used were done nicely and added additional obstacles to the game so I liked that. Overall, everything about the game is polished and looks good for a juicy beta release!
    • Some general, off-the-cuff feedback (what you liked/disliked and why)
      • Liked: The level design is outrageously good, the obstacles are challenging but makes it so fun to play, the galaxy/space background gives the game such a beautiful perspective from all angles.  The game is almost if not already completely built with a Start and Victory menu. You put a lot of time and thought to this project so I love it all!
      • Disliked: As much as I have praised this project, I have wanted to smash my keyboard and punch my monitor every minute playing this game haha. this game is outlandishly difficult but it balanced itself out with the level design, music, and obstacles. I think if you were about to somehow take away some of the jumping platforms, it would be a lot easier but then again, I normally do not play keyboard so I might just be atrocious at the game haha. The difficulty and the lack of checkpoints is pretty much my only complaints.
    • Something remarkable (i.e. you noticed it because it showed care by the developer, was particularly engaging or fun, or was otherwise memorable)
      • I loved what you did with setting up the battle arena /stage with all the obstacles. The arena had multiple lanes in where the player was able to decide which way was best to score or to simple torture the enemy by countering their movements.  This game has the potential to be  a really neat multiplayer game with loads of different battlegrounds and obstacles!
    • Something to be improved about the game
      • I am not sure if it was just my download, but the Enemy ball did not work for me so I essentially played by myself roaming around the area and playing with the platforms and walls that were there. I would definitely improve the AI movement and give them a mind of their own so that it feels more like a battle!
    • Something successful about the game
      • The way you were able to restart the game properly whenever a player fell of the stage or have scored a point. Along with that, having the play continue from restart with pressing the "R" key and alerting the user in the console which definitely makes it even easier to play! Also the camera movement was done very well and even when you are on the right lane, you can still see the majority of the map so you can keep a close eye to the enemy!
    • Some general, off-the-cuff feedback (what you liked/disliked and why)
      • Liked: The game concept of having 2 balls be the last one standing. It has tons of potential to expand in terms of level design and finalization! I really love the obstacles, the platform are executed perfectly with timely movements and the spinning towers in the middle add some juicy difficulty to the middle lane.
      • Disliked: The Enemy ball did not move for me so I was playing by myself unfortunately. I also do recommend that whenever someone scores a point, do not immediate make the scene restart, maybe make it so that both goals need to be scored so that the user and enemy can have time to fight each other instead of them just racing to get a point every round. So I would definitely recommend looking into having both targets be triggered/collided with before the round restarts.