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sekoraj1

9
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A member registered Oct 01, 2020 · View creator page →

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The portals are a lot of fun to play around with. One of the first things I did was shoot two portals above and below each other and fell through them really fast like I used to in the Portal games. I like how the game ramps up in speed after awhile, and the levels are designed pretty well. The bugs are pretty rare and unimpactful, and sometimes even a little funny. They're quick fixes so they don't really take from the enjoyment of the game. 

The sound effects are a really nice touch, especially since it keeps track of how high you are too. The sprites for the spikes/stars are a little dark, and the balloons don't really have much design to them, making them fit the 8/16 bit art style would help them fit in more. I personally like the control you have over the movement, because I'm really bad at the original balloon fight because of how much momentum carries when you stop moving.

The game tracking your combo and score is a really nice touch, and the different sound effects for losing and losing with a high score is impressive. Some of the collisions feel a little weird, since I think I missed the obstacle but in reality my run ends. 

It's really really fun!!

I think the animations you did are really cute, and I like how the other characters are also climbing with you! I think having to let go of forward to jump is a little weird at first, but you get used to that really quickly. I like the slipperiness of the platforms, it makes it feel like you're really skiing (probably, I've never gone.) I did have fun, your music choice adds to the level and your victory screen made me smile :)

This game is really cool! I really like the atmosphere that you built for this game, it almost makes me wish I could experience it again. The sound effects for eating and for drinking are rather immersive, and the fact that other people react when you take their belongings is really funny. Each item having its own value in terms of calories is really cool too, on top of the fact that the total values are color coordinated. I think adding some windows and players that move around would increase the amount of immersion this game presents. I really like the location and the food/drinks that were included in this game, and personally I like how quickly the player moves but it might be a little strange if someone were to moving that fast in the real world. All in all think is a really unique concept and it was a lot of fun to see what you were able to do with it!

I'm really impressed with how you implemented the rounds/levels. Not only is it a good tracker of how well the player is doing, but also is just a cool concept to include in a game like this. There are other ways to track player progress, such as a timer or a counter, but this is something we haven't worked with, so it's really cool to see something like this working like it does. The concept itself is very unique and refreshing. You would benefit from altering the speed of each of the COVIDS(?) and adding a little more feedback from the gun. A simple particle effect would go a long way. Being able to work the prompt this way is really impressive, and I think you did it really well. Overall this game is fun. The map is well designed and adds to the atmosphere, as do the fog and the flashlight. I feel like there's a lot of potential in this!

Something that stood out to me in particular that really enhanced the experience was the sound design in this game. While the sound effects are short and simple, they really improve the feeling of interactivity. The game controls well too, in terms of movement and how the player looks around. The game is a little confusing at first, since the player is dropped in without much of an idea of what their goal is. A brief description of the controls alongside that wouldn't hurt, since it took me a quick second to figure out that Space was used to pick things up. Numbering the boxes would also help, unless it is intentional that the player is supposed to experiment with which box is the right one. Your game responds quickly to the player placing the cubes in the correct boxes, and alongside the jingle that plays, the game's inherit feedback is a good one.  Aside from not knowing which box is which, the game doesn't prompt the player to do much other than walk around, picking objects up and guessing where to put them. Once each box is identified, the player only needs to walk back and forth. Adding some sort of challenge, like a time limit, would add a sense of urgency to the game. Everything in the game works as it should, and nothing about the game felt wrong with how it was implemented. 

Remarkable:

There's really one way to say this, this is REALLY cool. Out of all the games I've seen, this is by far the most unique and fun. Everything is done really well, the levels, the cannon, the speed and power behind the cannonballs. It was really easy to just. Keep reseting to play over and over again. The cannon is beautifully designed! 

Needs Improvement:

I don't know much of a solution, but sometimes the ball wouldn't make solid contact when aiming for the edges of the cubes and would look as if it made contact but couldn't move them. It might have just been a visual glitch though. 

Successful:

Again, it's just really good. Everything that it looks like you attempted to do is accomplished really well. The game is really fun to play and almost never do you feel cheated by the physics of the game. The effort you put into this really show. 

General:

It's pretty hard for me to knock this game at all, it really does work well. It's fun, it's unique, but above all it shows how hard this project was worked on and that's part of what makes me enjoy it so much. Fantastic job Mark, this is awesome. Plain and simple.

Remarkable:

Letting the player choose the angle they hit the ball at makes each experience of the game unique, and adds a certain challenge that I wouldn't have expected to encounter while playing these games. The movement of the paddles is smooth, but fast enough that you're not unable to reach the ball after certain hits. Each level is unique enough that the experience doesn't dry itself out after the first level. 

Needs Improvement:

The ball doesn't always bounce high enough in my opinion, which makes certain levels feel a lot harder than they need to. One level has two platforms that the player can control and the ball barely reaches the second platform if both are flat. There aren't many things you can attempt that will make this less of a problem, aside from trying to push the ball in a horizontal direction. If the ball bounced higher, you'd also be able to pick the speed up, as sometimes the game feels slow trying to reach the goal from the same spot over and over again.

Successful:

The angled paddles work almost perfectly, as none of the hits send the ball in a direction aside from the one you would expect it to. Finishing a level puts you onto the next level really fast, but doesn't surprise anyone by actually starting, which allows the player to move at their own pace. 

General:

It's a really cool concept, certainly not anything that I had even thought of when drafting game ideas. The game itself makes it very unique, and having that much control over the paddles makes the game more reliant on the player than it does the physics of Unity, which eliminates a lot of the frustration that can come with hitting objects at an angle. I did enjoy playing through your levels, I do think the game would benefit from more movement in terms of height and speed, although that might make the game easier than you want it to be, which is perfectly understandable.

Remarkable:

The randomness of the spawns of the ball falling down the ramp makes the game a fun play every time around, since it'll never be the same. The course is well designed, using the speed bump shaped objects and the cones that change the way the balls are coming down the ramp. Having a well established goal makes finishing feel more like finishing a race than an obstacle course, almost allowing me to bask in my glory of having finished your course.

Needs Improvement:

The timer, although useful, doesn't really allow the player to see how long it took to finish the course, and you need to move a sizable distance passed the finishing arch before the game actually resets. Losing a life should reset the course, so that the balls aren't all piled up while you're starting at the bottom. Similarly, losing all of your lives should stop the game and the timer, giving the game an actual losing state. Moving on the ramp after stopping feels very slow, which makes getting started again really hard.

Successful:

Again, the random generation works really really well, since it gives each run up the ramp a unique feel far different from the last. The timer encourages moving quickly, and makes me feel like I need to compete against myself every time I played. The player model responds well to the input of the player.

General:

This game, despite not really having a win or lose state, is still fun to play. The environment is really colorful which adds to the experience of a fun and bright challenge. I really like the challenge that this game can present at times, but the game should eventually reach a stopping point, whether that be after winning or losing. Room to improve, sure, but it's still well made and works as it's intended to.