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utas_lindsay

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A member registered Jul 01, 2019 · View creator page →

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This is brilliant!

Cheers -- the only feedback you get is that the % appears at the bottom, but alas no time to even make a popup happen if you're within a certain distance of getting 50% :(

A charming game with custom artwork and music. Would have liked a bit more replayability, but it was good that you had a health pickup at least. A really good effort that you can be proud of, well done!

A beautiful looking game that does indeed get the level of challenge just right for the meditative style you were going for. The controls are a little floaty and I would have loved more levels making use of the various puzzle elements you did so well to implement (switches, pressure plates etc). I enjoyed this one and would encourage to add more levels since you've made such a great start on the levels that you do have :)

A charming game showcasing some lovely artwork and a wholesome storyline. The addition of yarn spinner and getting the dialog stuff right is a fair effort, showing that not every kit109 game has to be all about action gameplay mechanics. The game does still manage to have some combat to keep things interesting, although it would have been nice to see a bit more variation on the players capabilities overall. I encourage you to keep adding the content and characters that you had planned, or at the very least consider making more games as a collaboration with your artist in the future :)

A fun little game with nicely put together graphics. Challenge was just the right level that it was possible to complete in a good amount of time. Would love to see more levels and perhaps powerups/different cannonball types, probably stealing some ideas from Angry Birds to make this a full game. I could see this being played on mobile, which is very doable in unity (both android and ios), I (Lindsay) very happy to talk you through that / there is some content somewhere on mylo about how to do this (instructions a bit outdated now though).

That death sound will now be etched in my memory forever thanks for that. This game truly fits in the genre of deliberately difficult games and it seems to be satisfying to fans of that genre based upon the feedback from the rest of the class on Discord. As someone who is bad at games and isn't a huge fan of deliberate difficulty, I am glad that Lindsay mode was made to ensure fun could still be have -- I think it highlights how a lower difficulty level setting doesn't really ruin it for the people who want the "pure" difficult experience. Lindsay mode was fun and it was possible to brute force to the end, although a good 600 seconds maybe was lost at the part where you have to wall jump up with high precision and you only had a checkpoint at the top (probably couldn't have checkpoints in the middle without getting spawn killed). 

All things considered I like this game, and I think it achieved its goal, great job.

A really fun concept with a whole heap of polish. Sometimes a little frustrating that the aimer wasn't 100% accurate, and some levels I felt a bit more like it came down to luck rather than skill, but overall still well executed, well done.

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A faithful recreation of many elements of modern F1, and as a fan of F1 I appreciated that -- having said that some of the mechanics around when DRS is enabled, and what qualifying is might be a bit confusing to regular players?

I enjoyed trying to set a good time, and I liked that I was playing on a recognizable track. It was good having the modern liveries, and it was cool to have accurate DRS usage in qualifying and DRS only when near the car in front in the race (although too many DRS zones? unsure).

A neat idea, but needed a bit more depth in terms of player abilities and enemy variation to make the game have any longevity. I liked that projectiles bounced towards enemies which made things easier, but I would have liked to have seen what things would be like with projectiles just bouncing in a physically accurate direction (with the auto-aim being a powerup or something). 

The game is a good idea, executed relatively well. The key with a game like this in my mind is that the challenge/fun should come from the mechanics themselves, not limitations with the player controller. The player controls for a game like this need to be very tight and predictable, however they were a little "floaty", unresponsive (not all jumps were registered), and it was difficult to be accurate with landing placement etc. I think with a better player controller, players can feel confident to remember the traps and beat the levels in a satisfying way, instead I found myself fighting the controller even though I knew the solution. 

Despite this, the graphics look nice, and there were a lot of levels implemented with various trap types, well done!

A very nicely polished game with a heap of potential for further development that I encourage you to do for some of those features from the original concept (particularly an upgradable player). What is there however is still excellent, it is satisfying to destroy the enemies, and there is good variation in the types -- the ufos that lift you up are particularly terrifying. A lot of polish here, you've done well--but would have appreciated a bit more balance as the game tends to get ramp up in difficulty in the same spot a bit too quickly, with nothing the player can do about it without upgrades.

A fun multiplayer experience (sadly I played by myself as I have no friends) with some really neat different mechanics for each. The art style is deliciously chaotic, hitting the mark leaning in to the jank-style. Heaps of levels (would be nice to add a way for people to jump to future levels to explore all of it). 

The game treads a balance between fun/challenging and frustrating, and for the most part stays in the former. The audience definitely skews towards more skilled players looking for a platforming challenge, and leaves little for players like myself who need git-gud. Checkpoints helped with this, but maybe an even easier introductory level for peasants like me would have been appreciated.

The W key seemed to be dash instead of space like the in-game instructions suggested, and while I remembered this, i did find myself expecting to jump when pressing W and I think that was the cause of my inability to play much of even the easier stuff.

In any case, the music is funky and the graphics are generally good but a bit more polish on that front would have been nice. Still an enjoyable game for the right audience with heaps of content in terms of levels etc, so well done.

Great job with the maze generation, this was really well done and added to the replayability of the game. Maybe some levels were a tiny bit easier than others but the general difficulty remained the same (although maybe it would have been nice to see the levels get harder the further you progress). It was a good challenge avoiding the cat, and I enjoyed trying to make the statues hit the cat. The controls while explained to me were non-obvious that I had to press Q and not E to open the door (this could have potentially just been automatic on collision. Would have been good to see the game use Unity's lighting system, and maybe the map could have been more useful if it didn't flash (this may have been the point, but in the end I didn't use it, despite it being a good technical feat on your part). Nice work.

I had a heap of fun with this one, nice work. The varied powerups were fun to play with, particular the egg bomb. The art style works really well (love the modification to the tutorial sprite). Combat was satisfying, and the difficulty ramped up at the right pace. Music and sound effects really added to this one -- the only real criticism I have is that while I liked the level getting bigger, the pathfinding (or sometimes lackthereof) of the enemies meant that sometimes there were lulls in the action while I walked around to find the remaining enemies.

I really enjoyed this one, it felt good to play a game where I wasn't immediately penalised for being hit by the bombs (while of course it would effect my score). The dash and shield were a nice touch, and I'm glad you got to at least have a rudimentary upgrade system (as a more complex RPG based system was correctly identified as being a bit much for the time available). I enjoyed that there were lots of levels (although potentially still too long, and I was never sure if I was going the right way with some of the branching). Great job, I could see this being very popular when we show the games to school kids like we often do :)

I would have liked to have seen the present count while playing.

I liked that there was a shield mechanic and it was fun to try and see how many fish I could take on, although overall the challenge of the game wasn't quite there yet. I was expecting something to happen once the timer hit zero (like more sharks or something), I also would have expected shields to spawn over time, or some way of having all fish gone and taking out the shark. It's a good start but needed a bit more.

Overall a well-executed turn-based game here, which for the most part works well. Now that you have systems in place for the cards, it would be cool to see what you do with it in the future.

A brilliant, complete game with so much polish, and puzzle gameplay that expertly treads the line between challenge and frustration without straying into the latter too much (with the exception of me being poor at mega-jumps). The visuals are stunning and look like they all were designed together, but remarkably were sourced from different locations--you've done an excellent job in making these fit together so cohesively. The cozy music and artwork leads the player into a false sense of security that the game would be easy when it isn't, I love that. Heaps of great features and even had time for an easter egg and a end of game screen too, great job. I could see this having even more levels as a full game, but it is also a really nice complete project for staying on itch and being showcased into the future :)

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What a fantastic game. The difficulty level of the one-shot one-kill is just right even for a bad player like me, situated within a really well executed art style. Often times completely top-down sprites on characters with guns end up looking very average, but this game has bucked the trend and made the style look just right. Evokes memories of early GTA games. 

Maybe just maybe some mechanics around limited ammo, or picking up a better gun would have given this game even more of a boost, but at least having that variation on the enemies was great. The game is complete with cutscenes, and a great complete environment with the police cars outside, and the dialogue from the hostages. The physics and animation of characters smashing into walls/through glass is sublime, great work.

A worthy addition to the UTAS GOAT collection, well done!

Overall a fun platformer with a nice hook in the form of the impulse ability. The music and visuals were great, although the execution of the impulse ability was what was critical to the game's success, and it wasn't quite there (even with a Lindsay mode). Still very nice work, well done!

Overall a fantastic game, well earning its spot in the UTAS GOAT collection.

The combat is very satisfying, and the environmental storytelling is superb. The visuals are outstanding, and overall a very enjoyable experience. Maybe a bit more of an overall resolution/ending to the story would be nice, and more checkpoints at the end. The platforming was a suitable level of challenging, although a complete version of the game would probably incorporate some puzzle elements and more difficult enemies. Nonetheless this is excellent work well done!

The concept is good, and executed well in terms of functionality -- would have liked to have seen the concept applied to more interesting level designs that require some thought from the player. The game tended to rely on precision platforming in many parts instead of leaning in to the echo concept, which would have made the game more enjoyable. 

Overall a good passing level assignment with a game that generally looks like a classic mario game just fine. To reach higher grades, a game with enemies/obstacles was needed, along with additional aspects around UI, and a more well-thought-out approach to controlling both characters.

Overall a good game with multiple levels and a nicely done visual style and atmosphere being the highlight. I was able to open doors without a key, and the AI wasn't particularly challenging, however the flashlight mechanic was unique, well done :)

Can you please post these as individual devlogs in future, doing this one as single devlog (not attached to a game) that is updated over time makes it difficult to determine the submission time of the devlog

Overall a neat idea about combining magic, with some good influences identified. The concept statement has some good sections and is well written, but the reader is left wondering about the specifics of the magic in this game itself and what combinations will be available to the player, and how they harness their abilities. These key concepts need to be fleshed out more, and without it it is difficult for me to provide sensible feedback on the feasibility of the project in the time available. Make a point on working this out, and then consider doing a bit of the game modelling process as shown in the lectures.

Overall a cool idea -- I like the idea of the bioluminescent energy being what fuels their society but also attracts the humans, and I agree that having the humans be the antagonists is a neat perspective shift.

There are a lot of components to the described game, that make me feel like scope will be an issue in terms of getting all of this done in the time available. Particularly each one of the abilities the octopus have are really enough for a single game in this unit due to their complexity, and so having 5 of them may be time consuming. In addition it sounds like a lot of different levels each with different graphics are planned, and on top of all of this there appears to be a social system (alliance building), resource management, and stealth. Again each of those systems is enough to comprise a whole game for this unit if done well.

I encourage you to prioritise what is needed for a "Vertical slice" that shows off the core idea of the game, and what will net the most marks for assignment 3 (read the rubric). Things that feel easy to cut are the stealth aspect (difficult to balance, and not needed if there is already standard combat), alliance building, camouflage (unclear how you will implement this without shaders), object manipulation (this might feel under-cooked if there aren't enough items and variation to this). However you might have a different prioritisation/opinion and thats fine.

Finally the tentacle control sounds complicated given that there are only two sticks available to a player, and I can't quite visualize how the other tentacles would be controlled by just a trigger or button alone. This may need to be simplified to avoid being confusing or frustrating for the player -- you should definitely prototype this first to see if the player movement you have in mind is actually fun/feasible.

Overall a neat space concept, with a very nicely done game treatment and concept document. I am glad to see a plan to effectively make a "vertical slice" with one of each of the level types, as the overall count of levels seemed too high for the time available. The scope sounds good in terms of the survival levels as combat isn't required. Would have loved some more illustration of what phase 2A would look like, as it is a little tricky to visualize.

Looking forward to seeing how this one turns out!

A fantastic concept, simple yet effective, very easy to visualize, and should be straightforward to implement while still having enough room for some "juice"/polish that will make the game standout and be enjoyable.

Concept document is great, hitting all the points we were after. 

Overall a very nice achievable endless runner style of game. Normally I would caution against the procedural generation in this unit, however since you've reduced the scope of other aspects of the game (no combat etc) and have chosen the most straightforward approach to proc-gen (pre-defined chunks) I'm not too concerned. Looking forward to seeing how this one pans out!

Overall a quirky and fun take on the classic shooter influences that you identified (COD, Vampire Survivors etc).

When Vampire Survivors was mentioned, my mind immediately went to scope creep -- a game like VS tends to be content-heavy with lots of variation in upgrade types, and there are plenty of challenges with making a game of this genre. It wasn't completely clear which aspects of VS would/would not be be in the prototype. The smart option would be to ignoring/cutting back on some of the trickeir asepcts such as the uprgrade system and the reliance on having a very large number of enemies (since this leads to difficulties in terms of framerate).

Overall a very achievable concept for this unit, although it will be key to ensure the player movement is done well early on in development, as this is the main technical issue I can see arising for this project. 

The concept document is good although a sketch outlining exactly how a level would be laid out would have really helped illustrate the idea better.

(note the first concept art image in the concept statement didn't work, but the rest were great)

A fantastic concept document which for the most part hits all the aspects that we were looking for to the right level of detail, with great referencing and figures.

The only improvement that could be made is to be more specific about the gameplay mechanics and how they operate. A bunch are listed, but only at a surface level, so it is difficult to know exactly how things will work (e.g. the friendship system with villagers etc). On the topic of villagers, the main scope issue I see here might be in implementing what looks like a large number of different NPCs, seemingly with dialog (again another large feature). I would encourage you to follow the game modelling process from the lectures to see if you can determine the feasibility of some of the features you have in mind, and prioritise them by (a) what is key to ensuring your game is fun and (b) what is valued most on the Assignment 3C rubric.

Overall a very achievable concept, sounds good! Some aspects of the concept document still sounded a little not-confirmed, so I would encourage you to investigate some of your ideas a bit more by going through the game modelling process taught in the unit and see what is most feasible to look at.

Some inspiration could also be drawn from games like Angry Birds.

Overall the concept sounds fun, and it would be interesting to see what the different cannonball types are like.