Yes, there's a big platform with a heart on it, and below that another one with the teddy bear. Once I went down there, I could jump between a few platforms, but I could not get back up to the higher area that leads to the main platform. Maybe I couldn't find the right jump.
owenbmcc
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I like the vapor wave aesthetic of this scene, and the bottle design is nice. The gold platforms with blue capsules are a bit confusing, you can't jump on them, so they seem like they're just scenery, but it feels like they should have more relevance to the scene. The final challenge with the barrier is a good way to end the level.
This is a good start, but it's a bit of a confusing scene with unclear gameplay goals. The platforms are close enough together than I can just walk across them. The text mesh that says "Made it" seems to indicate the ending of the level but it's pretty much right next to the player when you start. The collectibles are easy to get without getting close to the enemies, so that doesn't really add challenge, and there's a big platform with nothing on it, so there's not motivation to explore that area of the level. I do like the placement of the enemies and scenery that are rotated in interesting angles, that is a nice design choice.
Nice work, I like the overall aesthetic, the color scheme and block design. The enemy challenge is good, it surprised me but then I was able to kind of trap it in the corner. I like the collectible design, although my first thought was that it might be an enemy. Since it wasn't moving I decided it was probably a collectible, I think making it a little smaller might help there, but I like the design. The jumps get progressively harder, one issue with a platform design like this is that's its easier in some cases just to jump into the void and start over than back track.
Nice work, this scene looks good. I like the dark and rainy look. The most challenging sequence is actually right at the beginning, jumping over the obstacles to get the gold bricks. Generally, the level should get more challenging as you progress. The interaction with the enemies is very easy to run past, so I would either make more enemies or narrow the platforms to add challenge there. The enemy default model does not really look like an enemy, so they don't read as enemies until you get close, I would swap in a new model or design.
Nice work, this level is really well designed and fun to play. Great placement and visual design of the enemies, there is a good amount of challenge that requires timing and decision making to make it to the end. The overall visual design is well done, the details for the tree and grass patches, and sunflower platforms are nice. The background music and sound effects also fit perfectly.
Overall great work, nice aesthetic, the sound design is nice and the overall level progress works well. There is a bug with the enemies, if you kill them or get attacked, the player movement controls get stuck. This is probably an issue with connecting the right signals to release the player controls.
Nice work, the aesthetics of this scene are really nice, I like the how you used multiple light sources. The sounds works well. There's a clear progression through the scene that is marked by the changing scenery and a nice visual coherence throughout the scene. The enemy objects are well placed to create some challenge, but they don't feel as much like a natural part of the scene, a different design or model could be good to use there.
Nice work, I like the aesthetics of this scene. The combination of colors and sound design works well. I would replace the defaults for the collectible item and enemy with new designs that fit the rest of the scene that you have designed. The design of the maze corridors is good, but the overall maze doesn't have much structure, it's basically one main hallway with a few areas to explore, so there's not possibility to get lost and no indication of completing the maze other than collecting all of the items.
Nice work, the visual design of this scene is well done, the overall darkness creates an interesting atmosphere, and the other elements fit together well. The exaggerated jumping mechanic makes movement in the scene fun. The sound effects are well designed and add to the experience. When I first entered the scene, I thought the gold spike balls were obstacles because of the spikey design, so I was trying to avoid them, but that was clearly impossible, but the sound and the item counter reinforced that they were collectibles. I wasn't completely sure when the level was "completed", I was able to collect all of the items, and I think I got all of the enemies, but there is one area of platforms where I was not able to return once I got there, but I wasn't sure if that was the "ending." Great job with the overall aesthetics and gameplay.
Nice work, this scene is well designed and the narrative is engaging. I really like the ending, it's very mysterious and good use of sound to tell a story. I think it would be useful to add new designs or models for the two guard enemies, the one next to the backpack is kind of confusing because it doesn't like like a dangerous object but it kills you pretty quickly if you get too close. I think a more representative design would make the player notice it more easily. I like the scale of the silo, it adds to the sense of mystery and exploration. Great work.
Nice work, it took me a while to get used to the physics but I was eventually able to make it through this game to the end. I appreciate the ambition to add more features to this scene. The climbing timer is a nice feature to add challenge to the game.
There are some glitches that make it hard to get started, when you die at first it seems like it shows the menu scene on top of the game scene, so the buttons are not accessible because the mouse is still captured. You have to escape the scene to get the mouse back and then when you start the level again the mouse is not captured so its hard to navigate. It also means the water doesn't reset so its harder to get through the beginning. I would just reset the level here so you can start from the beginning. It took me a while to understand the walking up walls mechanic, its a bit unusual, so it would be useful to have a part early in the level where you have to do that so its clear from the beginning.
The use of collectible items works well to lead your progress through the scene. It's also nice that there are multiple layers and checkpoints so you don't have to restart from the beginning. And the ending is very clear.
The physics feel a bit slow and awkward, its hard to tell when you're jumping and sometimes the character gets lost. This might have to do with the scaling of the scene, I would check to make sure the player is not scaled and the scene is scaled to match the player.
The scene design is nice, there are a lot of nice details like the water texture and the snow particles. The mix of 2d sprites and 3d is interesting, I'm not sure it works for every component, the character movement doesn't line up with the physics perfectly, but its a unique aesthetic.
Nice work, this game is fun and looks cool. I like the giant crane and the look of the buildings is well done, there are some nice simple details and good use of color to highlight different objects like the red platforms. The placement of the enemy is also really well done, and the use of the sound effect to alert you enhances the that challenge really well. The ending feels a bit anticlimactic since we arrive at an empty platform after a series of more visually interesting areas.
Nice work, this is well designed and fun. The items are a good tool to make it clear where you have already been in the game. I would add a sound effect to the items so you know you are collecting them as you move through. The level design is well done, I like that the key is hidden so you walk over it and then discover it when you return to the room with the circle platforms.
This is a good start, I like the look of the game, its very minimal but the tree design is good and there's a nice simplicity to it. The game doesn't give the user any real choices, I would think about ways to engage the player with decisions about how to approach the level. The enemy is a bit unclear, I would use a new design or model to make it more obvious that it's an enemy/obstacle. It also seems odd that the scene ends on an empty platform. Since I can see the platform from the beginning of the game, there isn't a clear motivation to explore the scene.
This is a good start, I like how there are many options for moving around the level and the symmetry of the platforms. There isn't much challenge to the level because it's very easy to skip past the enemies, I would try using the platforms to create a more difficult passage past the enemies. I would also work on using your own designs or finding models for the enemies and items to create a more unique look to the scene.
Nice work overall, I like the look and feel of this game a lot. I like how you sped up the player, it changes the dynamics of the game world and I think it matches the overall look of the game. A couple of things I would work on: the platforms don't seem to match the 3d meshes in some cases, you can walk into the middle of the scene and not fall. The scene could also use a player catcher component, since it is easy to fall off the platforms and then you need to reload the browser because there's no reset. It's also good that there are multiple paths through the level, but they should connect at some point, I can get to the end platform, but only from one direction, and once I'm there, I can't go back.
Nice work, I like the all green look here, you did a good job of creating enough contrast in the sprite design to make the all green palette work. The levels have a good amount of challenge, but the flow kind of dies toward the end of the second level, I think the last two jumps are hard to get into, especially the one with two single block platforms right next to each other, that was frustrating to squeeze between.
This is a good start. The blockiness of the graphics is an unique aesthetic, which is a good start, but it's not very consistent, probably due to scaling, some sprites have very thin lines while others are more thick. The levels are pretty simple, it's very easy to complete the game without any challenges. I would add a bit more progression to each level to make it more challenging.
Nice work, this game has a really good set of levels and over all look. I like the lowfi vibe of the graphics, and the tile placement is interesting, it seems like there are random tiles that are inaccessible, but it adds an interesting visual quality and there are some cases where the odd tile is useful as a safe zone. I like that each level has a unique look. And the placement of items is good, although I wish there were more lives in the third level, that was hard to get through. The dogs enemy sprites a cool but hard to see, I would make those a bit bigger.
Nice work, the sprite design is well done, the characters and items are very clear. I like that each level has a unique look, but the levels are very short and the game overall doesn't have much challenge. The last level feels unfinished, since you can jump over the house but there's nothing on the other side, you just return to go to the end.
Nice work, I like the design, it's very bright colors and maximalist consistently across the elements of the game. The game seems a bit too easy, its pretty quick to get through the 2 levels and there isn't much challenge, I would try adding more challenges as the game develops, with more enemies and harder jumps, or more exploration. The sprite animation are very similar, so it's hard to tell when events happen, like collecting the spray can, since the animation doesn't change much, it looks like it doesn't work for a while. It also seems like the sprite sizes have not been adjusted to match the artwork, it's seems like the player sprite is smaller than the art.
Nice work, this is a great start. The first level is very difficult, I was not able to get to the candle after probably 10-15 tries. Part of it is good, the level design is really interesting, the level of challenge is very high due to the layout of jumps enemies. Part of it is frustrating because the enemy art is much smaller than where the collisions occur, this makes is really hard to time jumps and gets frustrating because the difficulty level is already high, so it slows down the experience. Try to make sure the art reaches all the way to the edges of the sprite boxes as much as possible. You can make the sprites smaller and change the size in the code.
This is a good start, it looks like you might have had some trouble building out the level, I only see one level with no items or exits. The art is nice. It also looks like you had trouble publishing on itch.io, remember if you have any issues, please make an appointment with me for office hours so we can trouble shoot.
Nice work on this. At first I thought the platforms were too similar in color to the background, but I think I like it, once I started playing I could see them and it fits the theme of being in the clouds. The increased jump height also fits the theme, it feels like everything is a bit more airy. The level design works well, the first level has a couple of challenges and the second level increases the difficulty a lot, but has more rewards as well. Nice job.
Nice work, the sprite design is good, there's a good balance of colors, the ghosts enemies stand out a lot because they're bright white, while the platforms are darker and blend into the scene, but are still visible enough to play. The level layouts are unique and encourage exploration. The main character has some nice details and I like the use of the black outline to create more contrast between the characters and background. The item number display is hard to see because its black text on a dark background, I would make that a brighter color so the player can see the item count.
Nice work, the sprite design is really good, I like the bold colors and details, it's very easy to understand the rewards and enemies in the game. I like the variety in layouts in each level. The difficulty level seems pretty similar throughout the game, so I would try to increase the difficulty as the player progresses. It looks like you can't restart the game once you make it to the end, I'm not sure if there's an error in the game template, but it should be able to restart.
The sprite animations are really well done, I like the skull rotating, the character has a lot of personality and the bats are a cool design. The bat detail is a bit hard to make out, I would make the eyes or other details a bit brighter so they stand out more. I really like the below ground areas in the second level, that adds a nice reward for exploration. The design of the horizontal moving enemy is a little less clear, they kind of look like flamingos, but they also have a component that looks more like machinery, are the robot flamingos?
Nice work, I like the theme and design for this project. The background has a nice bright feel and the player character design is cute. I think the levels could have a been more content, the first level is a good introduction, but could be a bit longer. The second level goes from very easy to pretty hard with the single block platforms and then ends, so it doesn't give the player much time to work on the mechanics before it gets hard and then ends.
Nice work, the design for this game works well, the sprites all have similar style and color is used well to differentiate items. The play flow feels very natural, you're platform placement is worked out well. There is a good change in difficulty between levels, the first level introduces components and the second level introduces more complexity and free flowing gameplay.
This looks great, the art has really nice details and shading. All of the animal characters have a fun design. The levels are fun to play, but the three levels all feel pretty similar, I would work on differentiating the levels in terms of style and/or difficulty level. The shrimp collected animation looks like its just frozen, I would make it different enough that the player can tell that it has been collected.
Nice work, this game is well designed and fun. The sprites have nice details and its very easy to see all of the different components in the game. The balance of levels is well done, the first level does a good job of introducing the mechanics and slowly increasing the challenge, while the second level increases in difficulty and complexity as you go up and is very satisfying when you make it to the end.
This looks good, nice work overall. I like the bright artwork and animations. I think level 1 is actually a little too difficult. The first jump is hard to time with the enemies, I would start with a simpler jump to introduce the player in to the game. At the end of level, if you miss the jump to the platform with the exit, there is no way to get back to the beginning of the level, you are basically stuck unless you lose a life. The layout of the second level could use a little work, it seems like you made something similar to the demo I did where I was kind of randomly placing platforms and did little testing, but it's actually hard to make it up through the platforms since they are so close together, there isn't a natural flow between platforms. I would do some more testing on the design to get the gameplay a bit more natural.
Nice work on this, the sprites and game world have a consistent aesthetic that fits the theme. The levels are well designed, they require a bit of planning and execution to successfully make it to the end. It seems like collecting one of the health items resets you in the level, this might be a glitch in the first version of the template, or a naming issue. You may want to check that you have the updated scripts and that your items have the right names.
Nice work, I like the design and setting for this game. It's fun to eat the fish and talk to the NPC characters, it has some funny lines. In some rooms it's not easy to find the exit. It also seems like you can finish the game by eating the final fish regardless of how many fish are eaten previously, but I guess "enough" is not a specific quantity, it could be one.
This is a good start but the gameplay is a bit confusing. I like the concept of destroying files. When I get to the second room and return I seem to get stuck in the bottom corner and cannot move. It also seems like there are multiple keys and caterpillar characters that give you keys but there is only one door to open, so it seems like it's unfinished or the other parts are inaccessible.
Nice work, this game turned out to be much more complex than it looks at first. I like the simplicity of the graphics and the use of color schemes to mark different locations. The ending where there's a chain of tasks to complete the game is well done, it makes searching around the grocery store fun. The signage also helps there.
I played through three times and was not able to get the ball for the kid at the end. I'm not sure what I missed. One thing that would be helpful is to be able to leave the room with the family at the end before talking to them, I went in there by accident a couple of times but then you're stuck and have to start over.
Another challenging part was finding the grocery store, the exit from the level with the sign to the entrance of the grocery store seems hidden in the level. My first play I thought maybe it was just unfinished, but I walked back and forth across the entire level just to make sure and eventually found it.
Nice work, I like the design of the game overall, I like that everything is animated it creates a kind of glowing effect that feels like it makes sense for the theme. The use of different color schemes adds a nice variety and specificity to the rooms. The overall trajectory of the game makes sense and feels like a complete story. It seems like you can complete the game without collecting the special flower, it's likely that most players will collect it, but it should still have some kind of gating effect to force the player to engage with the game.
Nice work, I like the premise of exploring a park for this game. The sprites overall have good design, but the color choices feel like they clash a bit, the pink, green and yellow are all similar levels of saturation and brightness, so they don't stick out much, I might make the items either brighter or darker to make them pop more. The first room seems to have three possible exits, but only the right side and top go to other rooms, I would close up the area at the bottom that looks like it leads to another room. It also seems strange that the player finds the key to their house in the park, but we don't know that they left it there, it might make more sense to set up that we're looking for the key.
















