I feel like you may have had the game window scrolled a bit too far down, as there is a green health bar for the player at the top of the screen
Samuel Morton
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For what it is, it's definitely enjoyable. Having the jump height be controllable would be fantastic as it is, but as Rob said, if you can't make something work, see if there's a way to work around it, such as increasing the platform gaps.
One minor issue I do have is that it takes a while to respawn currently.
I love this concept, and believe it will be a very good way to learn and practise morse code. I suggest adding a timer for 15s so the player gets some feedback with what's happening behind the scenes, as currently it just has to hang on nothing for 15s until the game ends. Maybe you could also add a display for the player's input, but this is more subjective as obviously real telegraphers didn't have that luxury.
A cool spin on an interesting concept. I like having spacebar slow Billy down, rather than having it speed him up. It adds an element of difficulty in that you have to plan out how you're going to get past certain obstacles, as otherwise you'll get caught out. Next I would work on adding some sound effects/background music to the game.
Overall, one of my favourites so far!
Great "Getting Over It" style game concept with nice sound effects and textures. The motion blur from the HD textures can be a little nauseating, and the download size is a bit off-putting with how small the level currently is. Since the ball bounces a little after landing, I found myself trying to jump again half a second before the ball fully stops, which is a tad annoying.
Good concept and responsive gameplay. To make this game better I would focus on
1). Adding a restart function after you die.
2). Adding variety in the level. For example, having the boxes move at different speeds and after different intervals.
As an added challenge, try to have the player look downwards as they jump.
I love this concept, and the gameplay is nice and responsive. The turning is quite ambiguous as to which side you move, so it takes a bit of playing around with to understand that you move to the right. I think making the turn animation a little slower and adding different colours to the blocks will make this easier to convey. As a first person game, it can be difficult to judge when to turn, as you don't know quite when you've gone past the block to the right of you.
A good starting point. A few tips: For the goop extraction sound effect, using AudioSource.PlayOneShot() instead of Play() will make it so the sound effect isn't cut off when you click again before it ends.
Having the save mechanic cost resources is an innovative idea, however I think that at later points of the game it will become very expensive and thus players will shy away from saving their game, causing them to spend time at the end of a session waiting to gather the needed resource, which will only frustrate them.
The cat sprite is adorable, but gameplay is a little unintuitive. It seems the objective is to knock the invisible microwaves (?) off the shelf, but the physics interactions between them and the player are ambiguous and don't seem very consistent. To make this game better I would focus on making the gameplay more consistent with how the control is set up, for example, holding spacebar down will make the cat swipe at the object in front of it.
Gameplay is responsive and works well for what is there. The interactable assets are quite difficult to tell apart from the background, and the parallax looks a little off. Also, sometimes the enemy gets very close to the player which makes it very difficult to dodge the projectile. To make this game better I would focus on making the sprites more distinctive. (Also having the start button function onClick, but the gameplay work with spacebar is a little jarring).
For what is there, the gameplay is responsive and plays well. It's not very clear that you have to collect the boxes, perhaps giving them an animation like spinning will help. I think after updating this game to be infinitely-scrolling and to make the interactable objects more noticeable, this could be a very fun game.
Responsive gameplay that functions well. A bit slow, and the sprites are very large which doesn't allow for much movement before you have to click. Expanding the play area would also allow you to speed up the game as it goes on, and maybe even let multiple civilians/robbers be on screen at once, where you have to click on the robbers' sprites.
The gameplay is responsive and intuitive, but the visuals don't make a lot of sense with how they're implemented. For example, I assume the obstacles are meant to be turns in the road, but with the dissonance between them and the speed of the background, it looks more like big green blocks that are inexplicably on the road.