Wow, that was super weird in the best way possible.
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Wonderful art, solid use of music and very effective visual communication. I loved how the game lets the player discover what's happening while they're playing instead of revealing its tricks up front. This is pretty much exactly the sort of thing game jams are for - very well done.
This is a brilliant idea - like a combination of Star Fox and Spaceteam. I'd love to see this developed into a full product - it could work really well on a single iPad, too, if you use multitouch effectively.
Great characterization, sharp writing, expressive/distinctive art, good use of music and interesting choices...I could go on, but I just wanted to say that I really loved playing this game and I'll probably be thinking about it for some time.
Great visuals! For a game jam game, I was really impressed by the animation quality, environments and visual effects. Great stuff.
I also enjoyed the use of voiceover. It was timed well to the player's progression through the cars and helped make the experience feel more significant.
The best piece of feedback I can give you is that the core mechanics of the game were a little dull, given that you're just moving from car to car and holding the space bar with no way to get hurt or fail (at least, not that I could tell). I would've enjoyed it more if there was some element of danger -- a timer ticking down, or if fire damaged you, or something like that.
Sharp visual style, good sense of speed and movement, solid controls...I had a good deal of fun with this. There were some audio glitches when I played it, especially when I got close to the other ships and lots of clips were playing, but that's a relatively minor issue.
I think controller support and some punchier sound effects could both help improve the feel of this game pretty substantially, but using the mouse for movement felt good to me as well.
Also: Barrel rolls would look super rad with the tracer effects you've got on the ship. :)
Great work on the visual art - I loved the sprites, the environment, the color palette, all that stuff.
I struggled at first with the perspective and telling where it was or wasn't safe to ride. For example, I never would've guessed at first that there was safe space "underneath" the top edge of a hill, which makes navigating corridors much easier. Might just be me, but it might also be worth looking at the art style and considering if you can communicate where it's safe to drive a little more clearly with the visuals.
Good musical choice - it felt like the patterns I was driving along were almost synced to the music, but there were times where it felt slightly off. If that's something you were going for, awesome - I think as you put more work you put into polishing that feeling of connection between environment and the beat of the music, it'll pay huge dividends for improving the end experience.
I had fun with this one. Cool stuff!
So glad you included a tutorial - it does a really great job of explaining how things work, and I think it made a huge difference in my enjoyment. It has a nice, classic feel to it, kinda like Joust, but it's distinct as well. Seemed to be a good variety of levels in place, too. Cool stuff!
This game strikes such a great, consistent tone throughout. I love the minimalist approach to graphics -- it allows the mechanics of the game to take center stage and it leaves it to the player's imagination to fill in the gaps. The core loop is satisfying, and I found myself coming back to this game several times over the last few days. I'd really like to see some of these concepts developed further, especially the social aspects -- befriending other hunters, tracking down targets, etc. I'd really like to play that game where the player's waiting expectantly for a call that won't come soon enough (like you mentioned on the title screen).
Thanks for the feedback, everyone. I'm very new to Unity and I spent more time than I'd like to admit trying to implement a number of animations I drew — I have frames for running, idling, and so on, but I couldn't figure out how to trigger animations in Unity for the life of me. I'm still trying to figure it out, so if anyone's aware of a simple tutorial or explanation that would be a huge help!
Great aesthetics. I love the menu's look and feel, and the animation in the game itself is great. I had to turn the brightness up from the default to see enemies clearly, but that could've just been how my display is configured (I'm using a TV instead of a traditional monitor).
I liked the "floaty" feeling attached to the main character -- the drawn-out leaps and slides were cool and felt good. From a design standpoint, it seems like sliding is generally safer than jumping -- it gets rid of enemies and avoids bullets. Maybe I just didn't get to a point where there are enemies that aren't affected by sliding, but it might be something to think about from a balance perspective.
One other small note - the character running sound effect makes an abrupt jump from left to right speaker once you cross the middle of the screen. I found it was a little distracting, especially while using headphones. It might be worth going back to see if you can make the audio pan more smoothly from L to R.
Absolutely beautiful visual direction. Playing this with headphones made it crazy-immersive. One suggestion: I wish the controls and movement had felt a little more "fluid" - maybe it's the lack of sound effects for the player's movements, but I felt disconnected from the avatar as she jumped from side to side.
Clever name and creative use of command-line controls. I would have loved some simple audio cues to tell me when I hit obstacles or when things are approaching -- it's hard to look back and forth between the terminal and the action screen and keep track of what's going on, and I think audio would be one way to help aid the player's sense of awareness.
This is really, really cool. I love the minimalist aesthetic -- the lighting and effects look really cool as a result. Gameplay is tight and frantic. I'd love to be able to play this on a 360 controller -- it seems perfect for dual-stick controls.
I love the feel of the movement and the ridiculous spray of bullets. Great stuff. :)
One small suggestion: it seems like the 360 controls offer less freedom to move/shoot independently since both aiming and movement are tied to the left stick. Have you considered mapping movement to the left stick, aiming to the right, and possibly moving jump and shoot to LT/RT respectively?
I probably sound like a total noob here, but I'm not super familiar with python and haven't used pygame before. It'd be awesome if you could add a short set of instructions on how to get those configured so more people can try your game!