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Zixuan

14
Posts
6
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A member registered Sep 16, 2021 · View creator page →

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The sprites and animations are put together well. Other than the particle effects and the UI, the art style is cohesive. Quite a lot of thought has been put into the combat system of the game (details like the hit animation is awesome).

There can be some improvements though. It is quite challenging sometimes due to the player's reach, but once you corner the enemy it becomes too easy as you can just infinitely combo them, and the jump is a bit too floaty like you are on the Moon. Overall, the system seems to be quite complete and I see the potential in working this into a full game!

I think the game is highlighted by the sound effects. It gets quite intense with the countdown and the use of AI-generated content seems quite fitting. I guess the UI can be improved to be more consistent with the art style but overall it's very good!

my highest score: 10861

The gameplay is pretty intuitive. I guess a way to make it more challenging is to make it harder as it goes. Different attack patterns (auto vs. point shooting) might work too. Since the score also kinda acts as the health, it would be rewarding to keep track of the highest score the player has ever reached, with maybe a different way to visualize it.

The animations as well as the QTE part of the game are interesting. The user might need more feedback on whether they hit the space bar correctly for the different shapes, such as sound effects. Having a tutorial level might be great too.

I like that you pay close attention to how the stroke looks aesthetically. An improvement might be adding some animations to the shapes when they are hit.

lol that's actually pretty hard if you also passed the level

The game mechanics are pretty well thought. The fact that running faster catches more attention makes this game more realistic and challenging. The way assets are put together and the scripting shows a sense of humor. Sticking with a low poly style also makes the levels look good altogether.

One thing that is lacking might be showing what happens after getting caught, instead of sending the player back to the spawn point. There can also be some sound effects when the player is spotted by one of the coworkers who then starts to chase you.

This game gets kind of difficult as it goes, as using up the lives means you will return to the first level. Since the gameplay is linear, restarting from the beginning is kind of repetitive. I also encountered a bug that froze the player after respawning. There are also some rooms for improvement, like adding death animations, creating sprites for the UI components.

Overall, the graphics of this game fits pretty well together. The animations and the sprites are pretty cute. I like the sound effects for jumping and attacking that really add some feedback to the player's actions.

I think the art style of this game is really polished and I really like the light effects of this game. Everything fits pretty well together. Details like the death animation, background movements, glowing effects around the candy clearly suggest a high completion of the game.

There are some minor bugs: I died when hitting a normal tile with an enemy on it; the pumpkin didn't disappear after death. The level selection menu and the pause menu can be improved by making more sprites and using the same fonts. More bgm can be added in different scenarios. But overall the gameplay is pretty satisfying and enjoyable.

I like how the puzzles are designed overall. The sound/hover effects make solving them pretty engaging and satisfying. The feedback loop of collecting time and keys => accessing more rooms also makes this game more playable.

One possible improvement that stood out to me might be the coherence of the aesthetic design of the scenes and the character. The player seems a bit out of place in the surrounding settings.

The camera effect is pretty cool

This game feels like Getting Over It...