very cool the game the mechanics are simple to learn more difficult to master the only problem I found was that the ship could not get the gas canister.
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hello I'm playerxty and today I was looking for some to analyze and I found yours so let's go.
the graphics are great since the proposal is similar to the classic games.
except for some errors in the collision mask (the player holds the wall) the rest is fine.
well he is average because he is successful in using the player, but he has much more creative ways of using mechanics.
FEEDBACK knows that time when you are playing mario and you are attacked by an enemy the mario automatically flashes and is small indicating that he took damage the same valley when he catches the mushroom. I think this is missing in your warning to the player what is happening for example the first time I played the game the only collectible that I noticed was the diamond due to its more blue color that stands out in the scenery but the rest for example the plant of life I went straight because both the character and the plant did not react or demonstrated that something happened I think that a green '+' effect after you took it already solved the problem. other than that I really liked your game 🖒
hello alright, this morning I was looking for a game to do analysis, and I found yours then
well, i played your game and i liked the idea but what is missing a difference between your game and the other games, your game and about traveling with a spaceship dodging asteroids, if i were his developer i would create aliens, planets , travel in wormholes, black holes, etc. let your imagination flow don't get caught up in the base of others remember you can create what you want in a game, and if you sometimes don't know how to program fully, study and focus on what you want, and don't give up and so you will be successful in your game : ^ and improves the fps my phone crashed with the game and that's it I hope I helped, and good luck with your project ;^)
Hello, how are you ;^), I was looking for a game for analysis today and I remembered that I was due to see your new update for a while so I played and came as always to give some tips and show the defects and successes I found. 1st level design of the mechanics: starting with the defects, what was most uncomfortable was the level design, I realize that you have immense creativity and you are great to have original ideas, seriously the idea of the thorns that reach the jump was so original that I even modified it a similar one for my game, the problem I see is that you don’t present these ideas a perfect example and the white stage with a few eyes there. imagine someone who has never played a game she would easily give up on her game. Just imagine a teacher spending a homework on albert austin for the next day, but he taught us who albert austin, certainly the courage to do this homework would drop to zero since you would have to analyze, research, understand (understanding is important ), to do your homework, now tell me if you could choose between doing the activity or playing on your beautiful computer which one would you choose :^ what's missing and you first teach how the mechanics work and then put the player's learning to the test and, I said too much again: ^} I'll be more summarized Other than that I liked everything else the armor you get encourages you to zero the game, the stages are creative and diverse, I was stuck in the arrow stage. ready :^° I really liked this update and I'm excited to see the ending. And I came to take this opportunity to say that I will analyze if I can help you on the soundtrack (I do not confirm anything) because I was studying music for my game and I saw that you need it so I will see here 👍, now I'm done.
hello I was thinking about participating in the gem so I see your message. well .... I don't have a specific ability in you because I do all the functions in my games, but I always liked to create game plots, if you interest , i can create his plot.
Example most recently of my work
hola, le eché un vistazo a esta nueva actualización, es guau el juego ha mejorado mucho desde la primera versión, los gráficos han mejorado mucho, me gustó el protagonista y la cámara funciona cuando saltas, el diseño de nivel es bueno creo que podrías echarle un vistazo , la jugabilidad fue la parte que más me molestó, más específicamente el salto entre plataformas. Creo que esto es muy "perfecto en píxeles". como desarrollador para resolver el problema, haría: 1 ° aumenta la velocidad de movimiento de izquierda a derecha o 2 ° aumentaría el salto. y que perdón por la demora para analizar tu juego estos días estaba ocupado actualizando mi juego, pero ahora estaré atento a las próximas actualizaciones; ^) así y eso, buena suerte en tu juego es adiós
hello, I took a look at this new update, it’s wow the game has improved a lot since the first version, the graphics have improved a lot, I liked the protagonist and the camera work when you jump, the level designe is good I think you could take a look at it , the gameplay was the part that bother me most, more specifically the jump between platforms I think this is very "pixel perfect" as a developer to solve the problem I would: 1 ° increase the speed of movement from left to right or 2 ° would increase the jump. and that sorry for the delay to analyze your game these days I was busy updating my game, but now I will keep an eye on the next updates
; ^) so and that, good luck in your game and bye
hello I'm player xty and I came to do an analysis or better tips for future updates so let's go: ^) Wow I really liked the idea of coloring as phases and a different way of exploring scenarios and the controls are comfortable, I just found the mechanics a little bit without salt you know something is missing ... 1st idea: Instead of an energy bar or ink next to it, the character himself could be an indicator of how much ink he has. ex: you will be painting and little by little your character will become gray this would not only diminish things on the screen but also bring immersion to your game. 2nd idea: the levels could all be gray, because while I was playing the background was colorful and lost some sense, it would be nice for you to paint everything. 3rd tip: do not force players to paint everything instead you could create a star system the more you paint the more stars you get because when you oblige someone to paint everything many would give up without patience EX: umnn ... angry birds reach your goal and kill the pigs ie you need to kill the pigs to complete the stage however if you destroy everything (the pigs, the buildings) you get 3 stars, now5 imagine you compel the player to destroy everything I would have given up playing : ^ / and I will stop here if I’m not going to write a book here but hopefully I’ve helped you a little. Your game has potential, just know how to use the mechanics in hand, and that’s goodbye to the project ; ^)
Hello, how are you. I was browsing through this vast data access (internet) and I found your game and downloaded it and decided to do an analysis on my opinion to show my point of view about it and help in the development so let's go;) Pros: There is a lot that I liked about your game 1 ° the graphics: they are beautiful for a mobile game running without any lag or bug. 2nd the dungeons: I love games that make random dungeons in addition to making the experience more unexpected, it always feels like a game to be a new experience, I just think it should increase the number of dungeons. 3 ° the monsters: I liked them a lot besides being well designed, each one has its own abilities that make each monster have its own characteristics. Cons: umnnn ... 1 ° the controls: They were something that bothered me a lot, controls on a cell phone and very complicated because the cell phones big and small more for me 1 basic rules for buttons if you are going to make a game with buttons on the screen and widescream is recommended because when the screen this lying the hands are more distant from each other which makes it more comfortable, in your case I would recommend instead of buttons the game was to slide your finger (subsurf style, etc.). 2 ° the keys: I couldn't get it, if it's a bug and just fix it :), but if I'm the one who couldn't, I think a tutorial would be good: ' and to end a tip: ▪ It would be nice if you had a store to buy new characters;) and that's it excuse if i went too long i can't resist =) i hope your project is a success and i hope i have helped and good luck: ^)
Hello I'm an XT player and I played your game and decided to do an analysis of it I'm full of sleep but let's go =) Okay, analyzing it according to the professional game development, in the specific area of level design, you made a common mistake among the developers, the difficulty. In the description that you said the game was "intense" then, this is the first mistake, I am not against intense games on the contrary my new and intense game =), but a balance point is necessary, many actions result in the player giving up in zeroing your game then to solve the problem: 1 Soothes your heart: one mechanism at a time I didn't even get into the game and had to deal with enemies, mobile platform, controls, controls sliding on the screen, double time jump, spikes, my coffee cooling, etc. = | imagine that you are a student and it is your first day of school: suddenly the teacher comes and gives you a test of the 2nd bimester and you didn’t even start the year, you would probably be nervous or think that it was unfair, if you could jump out the window and would run out of school. The same is in-game. So try to put one mechanism at a time for the player to learn about it and then put all the joints together. 2nd controls: it is a great idea to let players customize the controls however and for what the options are used, control doesn’t change in the middle of the game because they keep changing places and always perform some action. 3rd graphics: ○ | ○ .... ok. And I think that I hope I helped in the creation of your game and I wish you good luck and ...... bye.
hello no need to help anymore, I had asked how to send a project to the jam, but because I never participated I thought I could send a game ready, but now read the rules, but thanks anyway =)
hello I came to analyze your game =) and... wow what an interesting game from a distance the game doesn't attract attention it seems like a simple game but its mechanics and the level design makes it not unpredictable as it also encourages players to create their own tactics, in addition the game throughout the campaign has a balanced rhythm each phase having a new mechanic that considerably changes the gameplay and encourages the player to continue playing to see what mechanics are coming. Another thing I loved was the immercivity because even though they are static images of unpredictable characters (A.I.) the freedom to use any object makes you know that you are in this world conclusion: i analyzed his game i found no revealing defect (in my opinion) his game was very creative and besides it was fun even though it was simple he managed to captivate me and make me play for almost an hour without realizing it, so summarizing congratulations on your game =)
Very cool your game
I really liked the polygonal style and the mechanics, for me I just lacked a third option of the type, the blue block following the finger except for this is very cool the game
hello I'm a player xt, annnnd ... I played your game and decided to do an analysis to help correct mistakes and give new ideas so let's go =) Umnnnnm ... ok -the idea of the game are good,but your game needs to draw public attention and convince them to play your game, how to do it well: 1st tutorial: and I started the game by dying more than 10 times because I didn't know what the game was about and they didn't even give me time to know ex: In my new Game "CUB" you start the game in a quiet and safe place: without monsters, traps, just you and a way out (note: my game has no tutorial), I did it so that the player had time to adapt to environment and controls Returning to your game you would not even need a tutorial but time for players to get to know your game and how the controls work and gradually put the obstacles on it would decrease the amount of people giving up playing the game in the 1st stage = ° 2nd blender: serious blender ends with fps, even more on androids: / Other than that I think your game would look great 🖒 and that was the analysis, I hope I helped =), good luck with the project and I'll keep an eye on the updates 0-0 and that's it bye 🖐
hello I played your game and even without understanding anything (I barely understand English, imagine Russian: - |) I realized that this game has something special, I liked the game very graphically. I will be waiting for an English version to better understand your game and to make a fairer analysis 🖒. Good luck in development привет, я играл в твою игру и даже не понимая ничего (я плохо понимаю английский, представляю русский: - |), я понял, что в этой игре есть что-то особенное, мне игра очень понравилась графически. Я буду ждать англоязычную версию, чтобы лучше понять вашу игру и сделать более объективный анализ ». Удачи в разработке