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Ethan D

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A member registered Sep 19, 2017 · View creator page →

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Ethan Don: Super fun idea. Endless mobile games where you fight for a high score are a staple. The game looks great and the powerups from the shop are really well done and I think they scale to the enemy spawn rate quite well. I also really appreciate how intuitive all the controls are. The UI for buttons is done really well, and when I saw the joysticks I almost immediately knew how they worked. One thing I might tweak a little is the bombs though. For such an OP item drop it seems to have a really high drop rate. Some fixes that come to mind are just decreasing the spawn rate or giving the bombs a smaller blast radius. Other than that, I loved the aesthetic and the gameplay and the game makes me want to keep trying to beat my high score. It's great!

Ethan Don: The retro aesthetic is super fun. It really gives me legend of zelda or even pokemon vibes, especially with the open world nature of the game. It looks awesome, the UI and dialogue is great. The controls are super easy to understand and use. There are a couple things that are a little off though. I feel like there is too much space in between certain tasks where the player has nothing to do. For open world games like legend of zelda, there are usually enemies or chests spaced throughout so traveling from one quest point to another is still captivating. Other than that I really enjoyed the nostalgia that came with a pixel art open world game and the mechanics were just as amazing. 

Ethan Don: The first thing that immediately catches my attention are the retro colors and sprites. The designs r simple but super clean and I love it. I am also a big fan of rhythm games so seeing a unique take on rhythm games with powerups and enemies is really cool. The UI and gameplay was really clean and it made me want to keep playing. As with any rhythm game though, the more levels you have the better. But besides that, the actual gameplay is awesome! 

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Ethan Don: I thought this concept of being able to reshape the terrain and force the enemies to go in certain paths was super cool. I grew up playing tower defense games on my phone and in web browsers but they were all really similar, so it was super refreshing to see a new take on them. The enemy AI was done really well and it adds a new layer of strategy to these kind of games. Besides just being able to change the paths with walls, the towers themselves were all really well done. There was good variety and they all worked really well. Some things I would add are obviously different enemies and towers to give the gameplay even more variation but it is awesome as is.  I am not sure if I saw any terrain the couldn't be modified but I think that would be cool too so that more strategy has to go into placing the different objects. Overall, great job on a super unique idea. 

Ethan Don: The game looks super cute. The player and enemy models are great and I love the way the baby follows the player after you collect it. The gameplay is also really smooth and the tutorial tells the player everything they need to know. I am not sure if this is intentional but the ghosts kind of go through the walls. I could totally see this being a feature though because they're ghosts and all just curious. Some of the obstacles also clip through the walls so I think the colliders maybe need to be resized a bit but that's a small fix. Overall the levels were simple but super captivating. Each level was quite unique and I loved their unique aesthetics as well.

Ethan Don:The whole concept behind this game was super ambitious and I think you did an awesome job. The world really felt post-apocalyptic and barren. I really liked how each area incoporated some kind of verticality which made the levels more interesting and more realistic. One additional feature I would have liked to see was more variation in the gameplay like more enemies or more abilities. But I know time was probably the issue. Overall, the game is super fun and immersive and with great aesthetics and gameplay.

Ethan Don: The whole aesthetic of the game was super cool. I am a sucker for games with themes so it was super fun to play through levels with the different pieces. I do wish the pieces moved like they do on an actual chess board. Like if the player's movement was limited by the piece they are using or something idk. The mechanics felt super smooth though and it was a lot of fun to play. The look and UI was clean and it felt very well done.

Ethan Don: Ok wow the game design was amazing. I love the aesthetic and I think you did a really good job incorporating 2D assets in a 3D world and it looks amazing. The whole storytelling through UI is done really well too. The UI is clean and it never feels forced when it is used. The mechanics are also great and moving around alone feels really easy. The one thing I would change is that the player can only move by clicking the ground. It would be nice if when the player clicked on a wall or an object, the player also moved towards it. The game was super cool as a whole though and I really appreciate how clean and flushed out all the features were. 

Ethan Don: The whole concept behind the player mechanics is really cool. The added depth to the puzzles because of the player's abilities was really cool. From a platformer perspective it felt kind of mario-esque with the ground pound and the float and jump abilities. I do think some of the particle effects for the transformation were a bit much but that is a really small fix. Overall really cool idea and it was executed really well. 

Ethan Don: I mentioned this in class but I really enjoyed the level design put into this game. The levels are expansive and features are all very different. There are narrow traverses and also wide caves that really add to the feel of the game. I also really appreciate all the mechanics added to the game like the bombs and the weapon switching. The tutorial also does a great job explaining these mechanics. I do wish that the bombs could interact with more things like hitting yourself or the enemies but that is a really minor detail. The UI is great and I enjoyed the sounds design and sprites. Overall, the game was fun to play and fun to watch. 

Ethan Don: I really like how much effort was put into the theme of the game. It is not just a generic platformer there is actually scenarios in each level. The UI for dialogue is really clean. The fast forward button for the dialogue boxes also showed how polished the game was. It is those little features that I really appreciated even if I did not use them that much. There are some small things that need some work though. The death sounds are unnecessarily jarring compared to the rest of the game's audio. Also, some of the levels have sprites that are higher definition than others. This is a super small detail but it does make the level feel lest immersive. But overall, I really enjoy the aesthetic and gameplay. Great work!

Ethan Don: The art style is what really made the game for me.  The game was definitely designed with a clear direction in mind which allowed the levels to really look and feel like a dream world. I really enjoyed the features of the gameplay but some of them could use a bit more polishing. The flight powerup felt a little awkward and I was not always sure how it was supposed to help me. Additionally, I love design of the enemies but I was not sure if there was a way to hit them without taking damage yourself. This could be a design choice where you are supposed to avoid enemies as best you can, in which case that's cool. The alternative is I am just bad at the game and I want to just pretend that's not true. 

Overall great work. Playing through the game was a lot of fun.