Please do add a link to the code on GitHub, this is so cool!
Patty
Creator of
Recent community posts
It's a fun little game, as an avid asteroids enjoyer it was fun throwing the rocks around for lil Timmy.
The first person perspective is an interesting choice, it's cool, but I feel it would work better as a 2D game unless the first person perspective was integrated more with the gameplay.
The visuals are really clean, I like the style.
The dynamic objective switch in a shmup works a lot better than expected. I expected it to be jarring, but the transition is really fluid. However, the spawning behaviour makes avoiding the mobs difficult or impossible if they spawn next to you.
The sound design is really good, expressive and communicative music and clips that help relate what actions are required by the player. The audio balance could use some work, the levels are too loud for many of the clips and the music. We noticed the sneaky HL head crab.
Visually it's very striking and unique, the gritty effects really sell the DOOM vibe!
I love the board and piece style, clean lines and unique expressive iconography. The dichromatic palette is used really well.
The way the board flips the perspective back and forth makes planning out moves and exploring the mechanics rather difficult. I was too disoriented to dedicate the time to figuring out the rules, which is a shame, because I feel like it would be enjoyable.
The player character is adoooorable!
The independent mechanics are all isolated, which leads to a very straightforward level progression. It would be interesting to see the platforms and level modifiers interact with eachother to create more diverse and complex situations for the player to interact with.
Absolutely beautiful level, I would love to walk around the scene to take in the atmosphere you have created. The UI on the bullet itself looks really nice too. Really well done!
That being said, the bullet controls are really floaty and confusing paired with the screen rotations. The bullet direction isn't always consistent and tends to fly off-center after a rotation. Restarting at the beginning of the level compounds the frustration.
I was really confused by the main menu and unfinished UI because it jarringly contrasts with how good the thumbnail and level looks. I assume the stock UI elements were just due to a time constraint issue.
Essentially a lightbox puzzle with velocity, very enjoyable puzzles and clean presentation. My team was gathered around brainstorming optimising the solutions!
The ability to skip the ball over the water is super cool! The boost tile being a current velocity multiplier feels like it is a little cheesy, we're not sure if it's intended, but a fun tool to think about none the less.
When retrying a puzzle it would be nice if it kept the board state, having to rebuild it is a bit tedious.
Our favourite submission so far!
Lovely spritework with cohesive presentation. The core gameplay loop is simple and can easily be expanded to be more engaging with enemy and pickup variety. The play field could be zoomed out to allow for forward planning on the player's part, half the time you just pray to not get an enemy spawn when picking up ammo.
Really well made! Input feels good, presentation is clean and communicative. Reminds me of a lot of Bloxorz.
I'm sad that the original upload wasn't valid, as this deserve some credit.
There is a potential abuse where when a die falls off of the edge it resets their rotation despite the board state changing, made the one level easier.



