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.
owenbmcc
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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.
Nice work, I really like the design of the rooms, the animated tiles, especially the waves, are well done, and overall the beach scene is captured effectively. I like the crab animation as well. The game seems to end a bit abruptly, it's a little unclear why we are collecting the keys, because it seems like you can make it through the game and get the same ending without collecting anything.
Nice work, I like the design of this game, especially the large structures and bright blue color against the black background. I'm a little unclear on what the shape is that makes up most of the tiles. I like the name but it's a little unclear how time relates to the game, there doesn't seem to be a time element to the story or the gameplay.
Nice work, this is a fun, cute game with some really nice visual design. I like the scenery rooms with the moon, that's a nice way to break up the experience. I like the surprise ending with the guards as well, very unexpected and clever use of different rooms to set that up. I like that the characters come from different horror stories.
This is a great start, but needs a little more work to feel like a polished game. The key and door in the first room feel kind of perfunctory because the key is on the way to the door, so there's no real challenge to finding it. There's also no way to get to the end of the room without collecting the dog bone, so that doesn't feel like a challenge. The second room has a couple of very long corridors without much reason to pass through them, which seems a bit tedious. Then the skull sprite doesn't seem to relate to anything else in the game. Once you enter the third room there is no way to get out but no clear indication that the game is over, so it would be good to have something that definitively ends the game if it is the ending.
I like the aesthetic and concept of this game a lot, the setting is really interesting, the player character is a nice design and I like traveling through the rooms. It seems a bit unfinished, it doesn't seem like anything happens after I collect the gem, but maybe I missed something? I would have some kind of "To be continued" dialog if it is because otherwise players will be looking for a way to continue. The sprite design for the praying person did not look like a person to me at first, I didn't know what it was when I approached it.
Nice work, this is a good story with a clear goal and good guidance through the rooms. The voices for the different characters are all unique which is a nice touch. I like that there's an unexpected scene where we go outside and see the cars on the street. I noticed that you get the same ending even when you don't collect the coffee items. It's pretty easy to collect them once you get to the last level, so I imagine most players won't notice, but some may go back to check like I did.
This is a great start, but I wasn't able to get past the second room, maybe I missed something? In the first room I was able to talk to the death character and get the flames to go to the second room. In the second room the character asks for yummy treats but I couldn't collect any, there seemed to be only more flames. Did I miss a door somewhere?
Overall I like the sprite design and the background music is a nice kind of minimalist approach.
Wow, thanks for posting the walk through, I would have had a hard time figuring that out on my own. For the normal ending, I didn't try to talk to the cat after I got a repeating ... I think. I think it's tricky to decide when you want to make something difficult or unconventional, because you will lose some fraction of players who will be confused. I think if the cat dialog didn't repeat I would have figured that out earlier and might not need the visuals for the doors in the previous room, I spent more time exploring because I thought I was missing something.
It's interesting I missed the secret area even though there are clear visual indicators of how to get there from the first room. The effect of guidance, the path leading down, is so effective, I didn't even think to look elsewhere. I was looking for gold, but I figured I was just not able to find it later in the game, not in a different direction.
I really like the concept for this, and I think a lot of players enjoy rewards for poking around like hidden content. It's a tricky thing to balance that kind of surprise with the player feeling encouraged to explore enough to find them. This is really fun though and it's great to take risks like this working on a game project.
Nice work, this is an interesting premise for the game. Since we're supposedly avoiding room 2B it would be helpful to have the rooms labeled. There are few different rooms to explore, but its not clear which is the one we should avoid, but I think it's safe to assume it's the one that ends the game.
Nice work on the map levels, I like that each has a unique shape. It seems like a lot of bitsy defaults are left in here, like color scheme, tiles, cat sprite, the door dialog. The key for the door isn't mentioned when we get it from the cat, so its a bit confusing, and if you talked to the cat first it seems to reference a key that wasn't collected. There also isn't any reason to collect the cat food, and since each one has the same dialog, it makes more sense to avoid them so you don't have to click through the same dialog again and again. The first level has background music but none of the rest do, which is a bit inconsistent. This is a good start, but it would be great to see more attention to detail and more original content.
Nice work, this is a fun, unique project. I enjoyed the gameplay jokes, like getting a key and then the NPC tells you its useless, and searching for the imperfect apple that doesn't exist, or the NPCs guarding a door that we can easily walk around. It seems like each room adds some new objects and has this interesting sense of somehow ending up in a different game, but the references to Kiwi and other game elements create continuity.
The design of this game is great, the sprites are a really interesting combination of abstract and representational. The dialog at the beginning does a great job of establishing the goals and mechanics in the game.
I am having a hard time navigating once I get to what I think is inside of a castle. The room that is divided in half with two sections that are connected by internal doors is tricky, I keep going back and forth between the sections without being able to progress. I can get to the room with the cat but then I can't seem to get anywhere else. Overall, its a little unclear based on design where the walls are, I am unexpectedly running into walls and also realizing things that look like walls I can walk through.
So I'm not sure if I made it all the way through, but I did not get to collect gold or use the sword. Great start, but if this is the full game, I would include some kind of indication, because I was trying to figure things out for a while.
I also thought it might be a puzzle, because it looks like there's an arrow in the top of the right side section, but if it is, I couldn't figure it out.
I really like the setup up and design of the this game. The intro scene does a great job of establishing the setting and creating interest.
There is a bug with the second room, depending on where you enter, I tested this a few times because at first I got stuck and couldn't move onto the rest of the game. If you go straight up after you enter the second room you get stuck in the door frame. You have to move down in order to travel through the scene. This does not happen in the third or subsequent rooms.
The series of rooms is done well I like how it builds up the story through the various items. It seems not like collecting the items doesn't change the ending, that's fine for this project but might be an interesting mechanic to add in a future version of the game if you keep working on it.
Nice work, this was fun to play. I like how each mail item has it's own dialog and each one has a bit of humor or story attached to it. The turn around at the end was unexpected, and the changing from day to night was a nice effect. Nice work on the sprite designs as well, it looks like you were able to make larger designs by combining multiple tiles which is a good approach.
Nice work, I like the concept of the black and white star, and the story has good clear endings. I would introduce the setting of "the village" in the first passage, because when it appears later in the story its kind of confusing, it seems like our goal is to save the village, but it's also the first time we learn about the village.
Nice work, I like the premise for this story, and there's a good sense of mystery that motivates the user to click through each passage. I like that the story is sort of an endless loop that ends up back a the beginning, it took me a few click throughs to realize that there is no actual ending (spoiler alert) which is a cool concept for this format.















