I really like the idea and the implementation is done properly I hear the blocks landing to the beat. The only thing I want to see fleshed out more is the player dodging because right now as it is a platformer the player interacts more with the physics and movement rather than timing. Versus something like Shapes and Beats where its more concerned with timing since its a bullet hell where you have to dodge to the beat.
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I really like it, creative usage of the looking mechanic in a different setting. Also a really good implementation, simple setting and the movement of the eyes feels really intuitive.
The only thing is that sometimes the detection of the eye looking bottom right unless the intention was to have the eye constantly moving. Which if you have time you can advance into make the "looking" more engaging, maybe having the player tracing a pattern.
Great idea, first minigame is a good introduction game that transitions to the next game trying to avoid the walls. The second minigame has really smooth movement on those walls, although they should be more obviously dangerous? Like making those walls red, the first time I played it I didn't realize every wall was dangerous.
I am unsure if you added what we discussed in class, but it would go a long way for the player decision making, where they can put some skill into identifying the correct door. On top of having different color for the correct door, but you can also have slight texture differences between the doors? maybe a scratch or pattern on the correct door.
I do really like the idea of trying to frantically pop balloons before the timer runs out, but I don't think it is fully there yet. The timer gives you too much time for it to be frantic and that the balloons don't move around too much. It can be like how we talked about in class with them bouncing around or something closer to balloon movement having them shoot up then gradually fall eventually falling through the ground where the player cant score.
I like the interpretation of 10 seconds or less, taking the concept more about reaction time rather than a time limit on the player. The only thing I would change the arrow direction for player 2 from the words spelling out the direction, to an image with the direction. Its just because reading and registering the direction when reading out the word.
I think it taking inspiration from bomber man? With something that spawns a bomb in with physics instead of a grid.
I do like the particles and model of the bomb it's well polished. I would like to see it affect other game objects though, being able to apply forces would have the effect fully implemented.
You can have the bomb when it explodes to check for objects in a sphere and apply a force from the center of the bomb.
Its a well made game taking inspiration from classic tank games with pvp, tank movement, and bouncing bullets.
I really like the bouncing bullets that also affect the original tank shooter. Although there are small UI issues that need to be fixed.
For the UI you need to adjust how things scale on the canvas and the viewport on the web build. I would love to see the fully implemented rogue-like card bonuses.
Its well visually represented, although the gameplay of The World's Hardest Game tends to be more precision movement based instead of aiming and avoidance your game tends to have.
I do like how you replicated the level layout and mixed it a bit to be more zombie themed with darker colors and the chasing zombies. Though after killing all 3 zombies results in them getting stuck in their spawn point.
You can maybe add zombies that require you to have precise movement? Like them dashing occasionally so the player needs to dodge to the side or zombies with patrol paths.
Its great, good implementation from the source of inspiration, although it has a simple mechanic adding the smooth camera with the squash and stretch adds a lot.
I really like the smooth movement and how losing just means restarting the score and the game continues to play. Additionally the jumping always seems to stay in close to the center of the platform. Although the only issue is that its not clear that you need to hit combos with the center of the screen.
With a simple effect at the center of the platforms surrounding the box collider can help players understand the goal.
I really do like the implementation of the rails shooter and the scanning mechanic, with a good use of level design to push the player to use the scanning in multiple areas.
I do like how the rails movement feels and how it works together with the scanning. Although there seems to be no use for switching between the 3rd person and 1st person perspective.
You can maybe have the enemies pose a threat to the player have them move towards the player when they are visible?
It it a well made active reload mechanic, with the same UI and usage of shooting on a range.
I really like how the active reload mechanic is a core part of the gameplay, how you need to be executing the active reload properly to progress in the game as the enemy spawns faster than you can shoot without the active reload. Though it is a bit vague whether or not you hit it properly.
You can add a simple effect for the regular active reload vs the sweet spot reload would go a long way for the player to understand if they completed the timing challenge of the active reload.
I see the connection to the Kratos mechanic of him tossing the axe and it coming back.
I do like how shooting the boomerang feels, it goes where I would expect it to go. Though it coming back tends to have it dragging on the floor.
Maybe disable the gravity on the boomerang and have it come back. To add onto the gameplay maybe have something that requires the player to mess around with the boomerang coming back? like something hidden behind a wall?
It's not scary it doesn't leave much to the imagination the environment is well lit and the threat is fully visible.
I do like the setting with a post apocalyptic feel and an empty world that also serves the gameplay. The platforming can be a bit difficult though.
You can make the threat that the player is running from more abstract or hidden like a wall of flesh, reaching hands, or blood, something that can connect to the setting in the skybox. Maybe implement something that can disempower the player, since the player is running, maybe a slow? or binding? or make the platform they are jumping to not fully visible?
It is not too scary, it has a good set up with the announcement, but there isn't much tension built up after that. Like noises or visual effects that you can add while the player is getting more and more tired.
I really like the announcement implemented, there is a real life fear that can be pulled from this because its from real natural emergency messaging. I don't like that the end screens are still unfinished but I understand that.
You can maybe add some post processing effects like vignette or film grain as the player gets more tired or maybe add some audio that sounds like its on the other side of a wall.
It isn't scary, I think because of how well lit the whole environment is and it leaves nothing to the imagination, but this is a good implementation of fixed camera perspectives to limit the players view.
I do like the fixed camera perspectives and how easily it switches between the different perspectives.
Although giving players the ability to switch to first person may defeat the purpose of the fixed camera perspectives as they can now just peak around the corners themselves.
I cant say if its scary or not since I believe the lighting is broken, though the pieces are there. Giving an implication of where the threat is and where the player is. Also trying to balance stamina with lighting to force the player to preserve their stamina at the risk of getting closer to the threat.
I do like the resource management of both the player's ability to escape and the comfort of the lighting. Though the parallax scrolling might be going too fast, it feels like the player is running in a circle instead of to the right.
I think the lighting might be broken? You may need to generate the lighting from the lighting window (Window->Rendering->Lighting).
It is well made making use of dark environment, limited viewing, and disempowerment. But there is nothing left to the imagination for the player to fear, the monster is in full view and your actually trying to find it in the gameplay.
I do like the simple gameplay of trying to find something with a decreasing flashlight timer. It might be too easy though since the thing you need to find is lit up.
Maybe you could keep the monster hidden and having the player find something else. The flashlight could have been something to keep the monster away then when it goes out it'll chase after you? Also I think all your models or untextured? I think you have to extract the materials for the models.
Yes it is scary with the good use of setting and darkness and effects with a limiting flash light mechanic.
I do really like the setting and effects. Although there is no threat or implications of horrors beyond the initial impressions you get with the dark setting.
I think this kind of horror that would lend well to being kind of lost is something more narrative. Since navigating the doors requires some thought and repetition the pressure of a chase might be frustrating.
Yes, it does have a good format to be scary with the darkness and limited lighting through the blinking lights and flashlight. With the doll as a good subject for horror. Also gradually increasing the tension through 2 different stages of the game is a good way to extend and vary the tension.
I do like the subject for horror, using a doll has potential for more physical uses for horror. Although it may be over used as you currently have it.
I would like to see a 3D model for the doll and giving it smaller subtler interactions with the player, like falling over, appearing at a door way, making small shakes.
I don't think its too scary, I think its because although the environment is dark the you can still clearly see the enemies in the darkness so there is no room for the player to imagine what could be in the darkness and build up the tension.
I do like how the mechanic directly relates to the threat. Though there is no tensions build up or disempowerment for the player.
It would be good to take that away the light from the player in some way, dimming it? making it a limited resource? You may also want to start with less enemies then gradually increase it?
That's a really good spin on traditional Tetris changing how you play the game and adding more challenge to it.
I really like the UI on how each of the swapping and disappearing piece is presented. The disappearing blocks are really challenging, with just a few it seems manageable but it quickly gets out of control. The swapping blocks are a bit easier and give me more options to mess around with.
Maybe the disappearing blocks can be visible for a second so give the player some help but will still leave it challenging as the blocks are still coming down and the player needs to still remember what's going on.
Its a puzzle game without time limits and the player having to switch between 2 different perspectives throughout the level.
I do like the concept of both sides influencing the other so you have to be constantly switching perspectives. It does feel a bit like a trial and error thing where you can just keep spamming moves until you eventually get to the end.
You can add a move counter? Maybe limiting the number of moves you can make or having a high score thing of how little moves you can use to make it work?
Simple reaction game where you have to respond to the next color and navigate to it. It is a good starting point with grid movement and checking collisions if you are on a certain grid tile or not.
I like the randomly placed and ordered colors to keep each run different. The movement can feel a bit delayed? I don't know if that's the browser or how it was implemented.
I would maybe add a penalty to going to the wrong color to add an additional challenge or even have changes to the environment like removing tiles or making them more dangerous?
A simple prototype of an inventory system using a grid, with the objects you can click and drag into slots in the inventory.
I do like the simple pick up and put down it all snaps into place. Having different size objects can make this more interesting and can be built out into a larger game about organizing.
You can try to represent each inventory with a height and width variable and check in a grid if it is colliding with any other object in the grid.
Simple reflex game where you have to collect a certain object and avoid obstacles.
I do like the pacing feels right of how fast they come at you. Though the collisions can be a bit difficult to tell if you are standing in the right spot.
Putting all the objects on a grid would make it stick to the prompt more and make it clearer that you are in the right spot to dodge certain blocks.
It feels a lot like a strategy game shooting game, but I think it plays more like a puzzle game. Like if the enemies were patrolling around and you had to sneak around trying to get past them. That's the feeling I get with the point and click tile movement.
I really like the tile based movement and how it highlights while hovering. Though it isn't clear how shooting works? Is it a collider? or a proximity thing of getting close to the enemy?
I would add some indicator for what counts as shooting and also have the enemies attack back? So there is an element of challenge and that you have to sneak around their line of sight.
Its like a physics based action or puzzle platformer, this can definitely be added onto to create something interesting. Only being able to move with explosions would contribute to timing shots to have them explode a certain way.
I like how the movement feels when the player gets hit with an explosion, it has a good speed to it. Though the camera might be too close to the player and the movement may be too limited by the explosions.
Maybe add a shot recoil to move the player back as a movement option instead of just the explosions so the player has some other options.
I think this game is wordle with powerups and randomness. Adding an element of randomness really does add a lot to wordle making the player 2 games of trying to guess the numbers and influence the odds to try out their strategy.
I do like that the player doesn't have the choice of what they roll and they are given a chance to impact the results. The only issue I have is how one of the special dice you have to roll with empty slots because it fills in the slot.
I would just allow the player to choose which slot they would want it in for that special dice.
This game feels like the main goal here is exploration, with the lantern scattered around they encourage the player to go around the environment and the map gives them feedback about the progress they made.
I like the additions of the map lighting up its a really satisfying feeling seeing your progress through the game. There is a little issue with visual clarity on the power-ups since they are lit up I thought they were other types of lamps that I didn't know about at first.
I would just change the power-ups to have a different visual, like a circle on the floor around them instead.
This is feeling more like a platformer / maze like game because there is an end goal versus what we were talking about before during the lab.
I do like that the terrain moves in real time instead of them just teleporting around, it gives it a more physical feel. You can add possible score tiles so that the player is willing to risk more to gain more.
I think to get a more game room like feel, like how we talked about during the lab it should be contained in a single area that you are moving around instead of an end goal you are trying to get to. The game rooms usually have score tiles you have to step on as the game progresses instead of an end goal. Or instead of score tiles you can be moving back and fourth.

















