The game has such an eerie environment. The animations in each scene adds so much dynamics to the player's eyes. At the same time it doesn't distract the player from the moving monsters or targets. I really dig the character drawings, they look cute and creepy at the same time. I just hope that in the second scene, there is more challenge, as in the player needs to destroy some incoming enemies just like the first scene.
Will
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One thing I can say is that this game feels very complete. The different game modes are very different and challenging in their own ways. I think I never cleared any of the levels as it was a bit difficult for a beginner. I think making maybe the first level significantly easier, and easing the player into the different mechanics can really help. Moreover, the animations look really awesome. Especially the part where the player launches a bull into the air. I did sort of burst out laughing when I saw it happen. But sometimes, after the animation there would be this bug where the player rotates sideways and it would just be stuck there. But overall, it's a great challenging experience.
I love the low poly aesthetics of the game. It was really fun and funny to be controlling a pan around the room. The ingredients are varying and unique, and it was really fun to be trying to catch them. It almost feels like they are live objects that do not want to be cooked. One suggestion would be that, some of the hard shadows might be too dark. I think using high key lighting, adding maybe a bit more fill lights to the shadows can make the environment pop more.
This menu page is just too good first of all. It's unfortunate that I have no VR headset yet to playtest with, but from the gameplay I saw some amazing things. The environment's colours and models are just very well done. I feel like I can stare at the surroundings forever. Also, being able to make gimbap in a VR kitchen just sounds so fun. All the controls look so smooth, from cutting to even opening the fridge. Furthermore, the opening scene just adds so much layer to the character and the narrative. With it, this game feels like a complete game that can be found on steam.
This is such an ambitious project. It's such a big step to take in experimenting and trying out new aesthetics. It must have been arduous going through the process of taking every picture. But in the end you guys did a phenomenal job at it. The lighting on the character itself creates great contrast and adds to this 3D effect. I just really loved seeing the character do a front flip. The animations are just so seamless. I think one thing that I would improve on is the cave texture. It looks slightly junky at some points. But other than that, I think it is great.
The environment is very well done. I love the slightly cartoonish and at the same time realistic feel to the graphics. Looking around it I would instantly realize that this is a subway station from NY. But at the same time, it feels like a dreamscape which adds a feeling of calmness. The mechanics are simple, but then it was enough to enhance the walking sim experience. The music I think suits the environment perfectly. I can almost remember walking down the Marcy Avenue station during the golden hour. Overall, the game is great at invoking comfort and a bit of nostalgia.
Your game is such a unique take on the Shmup genre. I really love the art style you chose. The hand drawn aesthetics just feels so great. There is a sense of intensity to the game, but that cutesy vibe of the game never disappears from the game. I think it's also pretty cool that, the player needs to change between states to actually collect or perform the appropriate tasks. The theme and the mechanics are great, but one thing that can be improved is perhaps make the toxic wood in the first scene a bit more different compared to the collectable ones.
I love the aesthetics in this game. The mirror animation is my favourite throughout the game. And the blue lights in the bathroom creates such great contrast with the mirror itself. Diving into the 3 scenes, I love how each is very unique and conveys such contrasting emotions. I think my favourite one is the painting room with all the canvases on the walls. Each abstract piece I think contributes to the theme of we are what we absorb from others? I remember one painting has many stick figures lined up in rows and columns and one figure stands out as the red colour. One thing about the first scene is that the character that the player can interact with has a black background and it looks a bit weird when the player walks through it. Also, some of the colliders do not match up too well to the walls in the scene. Just minor things. Furthermore, the scene transition after the face has been constructed to the full white room felt pretty cool. The 3D environment with the monochromatic shades adds to this abstractness of your game. I enjoyed it a lot.
I personally hate horror games since I'm terrified of them. But I like the fact that this is not a pure jumps scare linear horror game. I love that it's somewhat like Amnesia, in which the player needs to solve puzzles in order to progress. And I think a lot of the puzzles are cleverly done. Also, I godda talk about the aesthetics. The pixelated effect flows very well with the horror theme of the game. And I love how the slightly cartoonish and at the same time, realistic graphics, is very consistent and has a sense of eeriness to them. Also, I think that having the bunny constantly stare at you throughout the game is what really sells the horror element of the game. I always found myself looking back at the bunny constantly, afraid that it will do something terrible if I don't check on it.
The theme is very interesting. I like how this feels like an interactable art piece, like a moving painting. I could see that it connects greatly to nature and the environment, and how we can help to influence it. I think the scene with the bird is very artistic, and you are almost like a force in nature that is helping to decompose and become a part of earth again. I think one thing that can really this experience pop is music. A calm ambience that sort of mirrors the environment in the game paired with a tune can enhance the emotions experienced. The shooting part of the game is really simple, but I think it is best that way as this game should not be mechanics heavy but of an experience of the senses.
When I played the game it really felt like it's something that can be seen on the app store. The game's aesthetics is very clean, and the overall design looks very completed. I think the puzzles are fun to solve. I think that one improvement that can reduce confusion is to maybe have some indicator that interactable objects such as the levers are accessible or not. I think that can make the gameplay smoother. Also, the animation is done so well. The climbing on top of walls animation is very seamless, and looked very natural. Also, having the grey environment did a lot to make the player stand out and its aesthetics can be more appreciated. Overall, great level designs, maybe level 2 was a bit difficult for the second level. I think it can be a bit easier.
The art style is great. I love making 2D sprites and then merging them into a 3D environment, and I think it's done very well in this game. The mechanics seem so complex, and I cannot wrap my head around on how this movement was created. I think the level design is really great. It smooths the players into harder obstacles and challenges to overcome. Having a dog to the overall progression of the game also adds that extra layer of depth to the game. I think what I love the most is the pairing between the boy and the girl, and having the girl as the main source of balance. I think it is a very creative way of creating that sense of balance. Also the 3D environment is very visually appealing. The clean shades sort of reminds me of the Untitled Goose game. But it is also able to maintain a unique look that is very different.
I think this game is really cute, both theme and aesthetic wise. At the same time I really love the snippet of dark humour in which players can run over elders walking across the streets. I think with these elements combined, it really gives it a funny vibe. I think that the driving mechanic feels very smooth, definitely compared to the first iteration of it. But I think that might have made the game too easy for the player who is driving. I think adding a short timer to the game, since the kids also need to get to school on time, can really add a sense of urgency and force the players to drive faster. Furthermore, I think some of the interruptions such as the horn will not do much to make it more difficult for the driver. Maybe adding mechanics such as being able to pull on the steering wheel can make the game more
Thanks for the detailed feedback. I was really conflicted about using that particular texture too. I later wanted to find a one with a slightly tuned down normal map but did not have the time. Also I retextured some of the environment assets, it did help but there was still a conflict in the style. I will definitely tune down the text in the tutorial too. The tutorial was finished last minute as well, and it was hard to make space for making a more visuals oriented guide. I will definitely improve on that. It definitely is hard to test out the mechanics by yourself but appreciate that you tried them out.