The birds kind of disappear into the background making them really hard to see. The sprites for them are really nice though, so it would be great if the background had some more color other than the blue across it so that they could stand out against it better. On level 2 there is a small gap on the floor at the start of the stage that a player can easily fall though immediately after entering the stage from the first level just by the carried over momentum. Not sure if that is intended or not. The platforming in the second level requires precision, or you end up falling all the way back down a lot. there are few enemies to avoid so it's less frustrating but can be a difficult climb.
RedMage Gaming
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The sprite and tile set work here is great. The platform layouts are well thought out to how far the player can jump so that it feels precise without being overly difficult. Having some enemies in the second level would bring it together a little more. The platforming is great there, but the lack of any obstacles makes it feel too easy, even with it being functionally more difficult than the first level.
The spinning skull collectable is cool. The jump in difficulty from the first level to the second level was rather sharp. movement is a little fast for the single block platforming required to drop down the pit to collect the first skull in the second level. The Background sets a nice tone, but causes the flying enemies to be difficult to see. I like the theming overall, has a little of the ghosts and goblins vibe.
I love the bees! and your leaf collectables are great! The animation of them being eaten away as you collect them is a nice touch. The black thin enemies I'm not entirely sure what they are supposed to be, and in a lot of cases they are placed a little too low, so they get stuck in the ground and don't move. This also causes them to be defeated by just walking right through them. I'd like the challenge of the levels to be a little higher as you progress though, it feels a little too easy to me.
I love the art individually, once thing that is getting in the way however is the sun in your background. Since the camera keeps the player centered in the stage, when you jump the player is then in front of the sun and the colors make the character hard to see. The enemy placement was good and lined up with areas you naturally want to go, so it makes you slow down a bit to make sure you don't land at the wrong time and get hit. Otherwise, everything seems to work great!
Thanks for the comment, this was built for a college class, and honestly it slams right up against the file size limit for individual files for web games on itch. There's a lot more I wanted to do with the scene itself, I had to cut back on scope to fit within the limitations. Both for itch and for WebGL rendering in general.
I like the color pallet you chose for this and can feel the little bit of Legend of Zelda inspiration with the items chosen, and the Owl character giving you the goal of the game. ( I love the little owl sprite ) However, none of the items are tied in to the logic of the game so you can just bypass them all and still get the end. It would be great to see you flesh this project out more and make things functional. Also, in screen 2 if you go back the way you came it skips the path with the ghost and puts you directly in the room with the crystals, so there is a bit of a broken exit there.
Thank you! As for the end, leash and lead are kind of interchangeable in this context. A dog lead is basically a leash, but rather than you holding the leash, the lead is attached to a fixed point, or along a runner. Basically It just keeps the dog in an area of the yard. (and from biting/chasing any mail-slimes)
I like the idea, but the game is setup in a way that you do not need to actually collect any of the scattered cat food to progress, regardless of collecting the food the cat will thank you and tell you where the exit is/give the key, this is true for each interaction. The final interaction with the cat where it says you can take it home now feels like where there should be an ending. Otherwise, you're just kind of stuck in that space without the game ever 'ending' Would have liked to see more work done making your own tiles and making it feel more unique.
Collecting or not collecting the items doesn't change the ending, would be cool to see some differences on the ending based on what you collected while going through the path. I like the visual depiction of the story being shown through a terminal monitor, it also would have been nice to keep that visual through all the rooms and not just the first and last.
That,,,, was dark, And I'm not quite sure which was darker. The normal ending or the secret ending. That said, The level design was good, I liked the puzzle hint, took me entirely too long to figure out that the tunnel was there. The 'angel' insisting there was nothing there was the only thing I had to go on, that took a bit to figure out where to go. I did enjoy the little story though, despite the dismal nature of it all.
The trash having a fly buzzing around them is fun. Would have liked there to be an actual goal in the game though. It initially feels like collecting the rash is the goal, from talking to the first NPC, but then despite collecting them all nothing changes in any of the NPC dialogues. The one NPC yelling at you to GET OUT as an ending point is nice though, I am assuming that's room 2B lol.
This was really well done overall. I enjoyed the slice of life feel and liked exploring the area you crafted. The full screen portrait of the character on the beach was amazing. The only part I could see improving would be the transition from the train station to the grandparent's house, a screen between the two to mark that transition a little more clearly might have helped a bit. It took a moment to realize exiting the house would bring me somewhere new and not just back to the station.
I like the angle of what you were going for here. The survival/escape scenario is great, and good job setting up a prompt to get your players name, it's great for immersion. But the progression seems kind of disjointed. There is a lot of promise here but could use some polish to make sure your player knows what exactly is going on from scene to scene.
I like the choice of setting and suspense angle of your story. Though you need to remember to stay consistent in details, at the start when responding to the SOS call, the person on the other end is described as a female, but when you follow the distress call in your story and arrive, they are then described as a male, so it breaks the continuity, and makes you question if they are the same person or not. The other path, when noticing the figure in the shadows option is selected, I feel like I'm not sure exactly what the outcome of that is, like we're missing a passage, as after going down that rout you both arrive at the destination? A passage that explains what or who the figure in the shadows was would be nice, so it makes sense that you travel to the destination with them.
This looks amazing, my only thought, and this would add a lot of extra work, is that due to the nature of her being such high detail, it feels like she would have to have unique sprite work done for left and right facing actions. That way her sword and shield stay in the correct hands. But so far, seriously amazing work.
Well, luckily for those of you deciding to stick with MV, the maker has stated it is perfectly fine to render the animations as sprite sheets, those sprite sheets are of course bound by the same agreements in the license for the animations themselves. So MV users can still use them, you just have to put a little more work into getting them into your game. :D
"This plugin is free to use for commercial or non-commercial projects." I would personally change the wording of this in your description. As well as the whole terms of use in general, to be more precise. At least in it's granting of permissions of use, and restrictions of distribution. Such as the resources you can buy and download off the steam store and official website, they make specific statements as to the handling of the resources. Such as projects using it should be encrypted before they are to be sold or otherwise distributed. As it stands with your wording technically arguments could be made that you barred all forms of distribution of the plugin, including as part of a project. Kind of nit-picky to be fair, but it's good to be more specific rather than vague when it comes to terms of service documents, and licensing statements.






