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Ze-Hua

101
Posts
1
Followers
A member registered Jan 23, 2023

Recent community posts

What did this game do well?

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I like the PCG generation aspect of this game and how the mechanics are. I like the concept of navigating through the maze as well, and I like the fact then when you fall onto the maze, you get a quick view of it so you can plan your path.

I really like the way that the map was procedurally generated to feel like a maze but still have a path that is not too difficult to find and solve. It was a nice balance of thinking, but also mechanical skill to stay on the path.

I really loved the idea that the levels spawn from bottom up. I thought it was a clever detail because the player gets a good view of the current level maze. I also love the background and general idea behind the idea of playing with marbles. The background image adds some great context, and I really felt like I was having fun playing with toys while playing. One last thing to mention is how great the level transitioning was. I thought it was intuitive and made the game feel very cohesive.

I like the physics and mechanics of the game, they feel very straightforward and natural. I also really like the game loop.

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What could this game have done better?

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The ball mechanics could have been better, it feels very difficult to control and navigate few turns and edges, especially on the cylindrical paths, and the inertia was too much.

The corners with the rounded edges are very difficult and can be a really big pain to try and cross. I think maybe keep those generating at a lower rate or towards the end instead of having a chance to spawn right at the start and discourage the player. I think also the background could use an update, because its a little disorienting to have a 2d background while moving around in 3D.

I did think that the sensitivity could be turned down a bit. I understand that the intention with making it difficult was to induce skill learning, however I think it may have been appropriate to make the sensitivity a function of the level or time played. As it progresses it may have gotten harder. I also would have loved to see some intuitive UI in the gameplay. This could have been something like a % done bar on top for each level, or the level number displayed, or time displayed.

I think some indicators specifying whether I am on the right track or not would be good. Every time I get to the pipes I immediately fall off so it made me question if that was the correct path or not.

What did this game do well?

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A novel idea Orienteering and some of the appeal is that it is not a widely known activity so it is nice to test my abilities on an entirely new activity.

Classic procedure content generation method of using noise to generate map for the game, which is executed very well, love the concept that the minimap info has to be used with actual game visual to locate the player's location making pathing toward to target for difficult and interesting.

I really liked the game concept, finding your way through the entire map. I thought the game was really well designed and the features were really well displayed given our time frame. Great game overall!

I really liked the concept. The pcg world was done well, and moving to find the spot was fun. It was interesting to try to identify spots around the map.

I really like the idea of bringing an outdoor activity into game.

I love the sky and the galaxy at night, the trees and this 3d view are fine

I really liked the procedural generation done in this game. The maps feel natural and the gameplay loop is quite unique where you have to find the goal just by observing your surroundings. I also liked the atmosphere and vibe of the game with the changing time and the beautiful night sky. Very solid base that can be fleshed out into a game.

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What could this game have done better?

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It gets dark too fast which makes orienting oneself annoying since I only have a couple seconds until it gets too dark to see anything. The goal right also tends to spawn in weird places, maybe ensuring the ring is always above ground and partially covered would be beneficial.

if player keep's looking up the view can be vertically flipped, maybe limit rotation in the y-axis.

The sky and the terrain were pretty interesting contrast, I'm not sure if I liked it too much

It was much easier to find where I was from the coast lines. Maybe more identifiers that are less natural may help balance the game.

More weather stuff can be implemented to make the experience more realistic.

The objective is not too clear, I have no idea what to do in this terrain. The material of the grass and soil can be more complex rather than smooth shapes.

I think the game can make itself more challenging by introducing some other mechanic other than just health or stamina because they don't really matter much. You can only lose health if you fall down and since there is no time constraint, you can just take your time and not jump from hilly areas. And the stamina is also inconsequential since you can just stop moving for a couple seconds and get it all back.

What did this game do well?

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Interesting approach to PCG with different puzzles and mazes that need to be solved. It is good that losing just drops you down a stage instead of giving a game over (unless its the first puzzle).

The transition to the previous level indicates falling really well, and the path to the end is unique and increases in complexity as level increases.

The pcg worked well, and the difficulty scaling made the game fun.

The name of the game help creating a general expectation to the game. The sound effects are pleasing.

Like the way the block is floating around the air when changing the levels, it really meet the game 'memory decent' vibe.

Really well polished! I love how simple it is yet still challenging, a fun brain teaser without unnecessary clutter.

I love the between-level transfer and the animation, I also enjoy the game machinism.

The game does its level generation really well, but the best part is its ability to recall previous levels and the leniency it provides when you fail a level, to only make to go back to the previous level. This mechanic also forces the player to memorize previous levels to get a chance of progression.

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What could this game have done better?

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All my homies hate isometric view. The controls are really unintuitive an make the game a lot harder. Add some indication that the I am in the memorizing phase of the game. When the path is up there is no indication that I can't move, so I just think the game froze.

The movement of player character can be made better.

There were a few bugs with the game, and more elements to the game could help make long runs still feel fresh/not repetitive.

The viewpoint and the movement keys are kind of confusing, might consider change to another view.

May need more design on the visual so that it can bring more impressiveness to the player.

Nothing, really. In my opinion it already checks all the right boxes for a puzzle game, if anything maybe showing the puzzle solution again on game over would be a nice touch!

I wish to have a better control, the key sets are weird now, and I hope the background could be something else

I'm not sure the isometric perspective helps for this game. It makes controlling the player with WASD a bit unintuitive, is S down or D down? Additionally, the 'do not step here' areas on the map are not entirely clear as 'do not step here.' I think it the blocked tiles can be represented better with other methods.

What did this game do well?

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There are quite many ramdom element which make player feels good.

The style and the atmosphere was nice for the game. A classic form of dungeon crawling/roguelikes.

The game really give me an early version of The Legend of Zelda vibe. Really love the game vibe and the music. And it also deliver the 'PCG' map well.

The PCG is really cool! The randomized maps makes each run special.

I love the begin of this game is a toutorial.

The game implemented the PCG really well, with levels generating and rooms being connected, as well as enemy positions within rooms.

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What could this game have done better?

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Hope to see more kinds of challenging enemies. And maybe add a restart when die.

I enjoyed the variety in the game. Still, a greater variety of enemies would've been best for this. As for the pcg, I felt that it was too simple while accomplishing its goal. The items should indicate what they change if they do anything.

Sometime the bullet is kind of hard to shoot and control, may need more play test on that.

I felt like attacking was a little tedious, maybe faster attack speeds?

The begin also has a bug that if I dont shoot it and run to it I disappear, and have to refresh to restart.

Its also possible to get an empty room

While this wasn't the focus of the game, the enemy drops do not feel impactful in this game. The movement speed and attack damage buffs are minimal and almost unnoticeable. I hope to be able to one hit some enemies with enough damage buffs.

What did this game do well?

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The enemy design is really interesting, especially the bat.

I like how in-depth the PCG was and how huge the level generated was. I like the concept of jumping higher and higher. The game feel was also nice.

The designs of the map and the items (gems) are well thought and they do make the game more interesting and fun to play.

The fox is really cute! And overall a fun game with neat mechanics, especially with the enemies and the bat's gravity flip.

The physics of this game felt good. The mechanic of increasing jump power by collecting gems made the gameplay fun. I felt powerful being able to jump really high.

I like the map of the game, I think the obstacles were well places and interesting.

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What could this game have done better?

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The charactor is a little bit hard to control.

There was a lack of skill depth in the game, as everything felt random, there was no room for building any strategy it felt like. Sometimes the game mechanics felt a bit buggy as well.

May need more idealization on the map design. Sometimes it is kind of hard to jump to the top in a short period of time.

I was confused at first about what the bar on the left side was supposed to be, maybe you could add a little icon of the fox on the bar so that the player knows it's in reference to their vertical position! And not some kind of chargeable powerup

While this big map is generated with PCG, it's a shame that there isn't a new map generated per run. Because the goal of the game is to go up vertically, and the game ends after only a short distance due to the jump improvement mechanic, much of the current map is left unused/unexplored by the player. By making the map regenerate per run or by making the map much larger vertically, the player naturally gets to see more of the game's content.

The controls did not feel that responsive which made the gameplay a bit frustrating.

What did this game do well?

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I'm really suprised by the text based interaction and rpg element. It provides me lots of new experience.

I love the idea that went behind this, was a very unique and in depth experience. I love the storyline and the PCG generation of the rooms, and the options available. The art was also nice and very well designed.

I liked the typing gameplay. It was very interesting and something that I hadn't played before. The visual updates on the screen were great and it was cool to see the enemies and chests while you type through the game.

I really enjoyed the concept behind this game. I'm not sure I've seen such a simultaneously geographically relevant and creative game this semester. Props also for making your own images (if I'm not mistaken - I think you mentioned this in class). I thought the story you presented in your game was thoroughly entertaining.

I like the concept and the possibility of choices given to the player.

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What could this game have done better?

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kind of easy to get lost in the maze.

The text was sometimes excessive in some places and sometimes less in some places. The amount of text could increase/introduce and guide the players as they go instead of bombarding them with a lot of information.

I think there were a few bugs, because sometimes I would kill all the enemies stated in the room and try to open the chest, but it would not open. Also it was kind of annoying having to scroll up to find which directions are open, so a visual indication of the open directions would be nice.

I thought that while this idea was great, the dialogue was not very intuitive and took a long time to develop. Specifically I wish that there some more direction on what commands were available to you (or at the very least have a pop up or icon to see that you have the 'help'). I do recognize however that there is a market for such a game in the real world, and with time people would definitely want to play this and follow the story. Great job overall!

Although it was easy to pickup, I initially did not know to start prompts with go and there was no feedback to do so.

What did this game do well?

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A very interesting application of PCG where a solution is guaranteed, which is most welcome in games such as these. The ability to find better solutions than what are recommended, as well as the ability to actually reset the level, are more necessary than perhaps the devs expected - the devs had good foresight in adding the hint and reset systems. The art style is also cute.

The gamefeel is great and it is a great example of PCG in my opinion. I like the cute animation of the player and I receive great satisfaction after complete a level.

Very very very fun game! It's like solving a puzzle but with a cute penguin! I like how this game handles PCG and offers new experience to the player, very cool!

The game's levels were very fun to play, and I found myself sitting and playing the game for a while, because it was satisfying to solve the puzzle each time. The feeling of the roll and stopping was good, and the solutions were very logical.

To start, I'd like to say that I really enjoyed this game. It was good looking (minus maybe the UI), simple, and intuitive, which is different than simple. I really enjoyed hearing more about your pcg method in class. I believe it involved backtracking, which I find to be an elegant solution in general. Great job overall!

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What could this game have done better?

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Perhaps adding some variability in the map generation - making maps bigger/smaller or creating different obstacles (think 'Logical Journey of the Zoombinis' - Bubblewonder Abyss level <- check it out!) will make the levels more unique and exciting.

I think the game is well done in every aspect, I just wish to have some more mechanics.

Sometimes my penguin stucks at one place please help with my penguin

I found that the game didn't really get too much harder. I know it would be difficult with PCG, but I think different obstacles or a new element would keep the puzzles interesting and the player thinking. Also I think the hint shouldn't just flash the whole solution. I think it should be something a little bit more subtle to help the player solve it on their own/

I only have two minor comments for this game. I would have loved to see some 'prettier' UI. Of course, I know that there was a difficult time constraint, and I am sure that would have been a priority in later development. The other comment is that I wish you could move while the bounce animation plays. It did not seem logical that you would have to wait to move. Maybe you could even allow input but not execute the input queue until after the animation completes. Minor stuff, and again, great job overall.

What did this game do well?

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The golf mechanism is very intuitive and fun to engage in. The randomization in map generation and placing sand pits also is sufficiently fair enough that it doesn't litter the region with sand pits and doesn't make the maps too difficult to handle.

I liked the theme + sound effects of it. The game was pretty relaxing to play.

I really like the combination of the gameplay with the PCG, the physic system feel well implemented and it is just really fun to play with.

I like the level design! Although it doesn't get harder and harder as I progress, it is still fun to experience different levels. Nice!

I really like this game. Fun take on using the dungeon generation algorithm to create a mini golf course. The mechanics are super simple and and the sfx and background music make the game's vibe feel great. The generated levels feel balanced and are a nice way to make the game feel less repetitive.

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What could this game have done better?

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If the ball is too close to the edge, sometimes there isn't enough screen real estate to drag the mouse back far enough. The text in the corner could also have been made a bit bigger, to make it more obvious what my current status is with the current hole.

I think one suggestion I would have is to set a maximum power the ball could be hit. Theoretically if someone had the largest resolution screen they could hit the ball in unwanted ways. but great game overall

I get confused by when is the next shot is ready sometimes and I wish there is some feedback when the player can take another shot, visually or vocally.

I have to wait for a long period of time for the ball to fully stop regardless of my magnitude, maybe try to adjust that.

I think having a little more variety in how the levels are being generated would help the game a lot since right now, the levels all have a same general 4 quadrant structure. Also, I feel like the sandpits can be placed in better places to force the player into awkward situations. Oh and the sand can sometimes spawn on top of walls and make it look like you can shoot through an area but it is a bug.

What did this game do well?

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The game provides sufficient challenge in most cases, giving the player obstacles that force them to jump or slide. The amount of work to get this working with 3D models and animations as well is worth mentioning.

Lots of nostalgia for endless runners with a rather pleasing aesthetic.

Simple but still interesting gameplay, the game feels different every time I play.

I liked the feel of it, as well as the ambience/environment/sound effects of it. It felt very playful and the animations fit it really well.

I like how the gameplay feels complete and the action of the player feels great with strong and immediate feedback.

Reminds me of temple run and subway surfers. You can keep playing if you want. I also like the sound of making turns in this game.

It's simple and fun! I like the texure, the movement, and the 'dying animation' when the player fails. It's really well integrated.

Classic endless runner game. I had fun playing the game and even managed to get a great score. The gameplay mechanics are simple to learn and are fun to engage with. The procedurally generated levels also create a good challenge and you never end up in repeating patterns.

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What could this game have done better?

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You see this a lot in early 3D platformer games (ex. Crash Bandicoot), but the 3D nature makes it hard to gauge how close a person is to an upcoming obstacle. This can make it hard to judge exactly when to jump and when to slide. Sometimes a newly generated segment will produce no obstacles, which does make things a tad awkward.

Would have liked turning early to fling my character into the ether. Can be hard to tell when to slide since the perspective does make it easy to discern. The BGM can probably drive someone insane after long enough.

The obstacle generation is too random currently, maybe set a difficulty value that increments as game goes on and generate obstacles based on the value(probability, etc.).

I think this game is extremely similar to several games out there (subway surfers, temple run, etc) maybe adding another element would be nice

The turnning of camera view can be laggy and I wish there are more mechanics other than jump and slide. I also expect there is a difficulty curve within the game.

The scene looks very empty, could do with some environmental elements to make it more completed a bit.

Maybe adding more variations / increasing difficulties over time is a good way to improve

I think the path can be made more complicated as there isn't really an increase in difficulty or speed as you keep going further and so the overall gameplay starts to feel a little stale sometimes. Also, occasionally, the movement required a slide followed by a jump but the obstacle under which you were sliding would hide the next coming object and so it felt frustrating to lose like that.

What did this game do well?

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Very fun incremental game. I really like the minimalism and the vibe of the game and I can see myself spending hours on it. Very interesting concept where the small time and ammo limit makes the 'farming' aspect of the game very quick and fast paced. The upgrades also feel worthy of the grind to get them.

Love love love the minimalism!! The ability to shoot more than one at a time if they overlap is really cool too, and the movements are satisfying.

The game was very fun to play to try and continue collecting the points to get more skills. The feedback on the shots felt good and the UI was very cool.

I like the concept of saving ammo and deciding when to shoot. The design and game feel was also very nice.

Very fun game to play. Simple and intuitive.

It succeeds in pulling off that minimalist aesthetic. I know a lot of games so far have been minimalist but I think it's proven very, very hard to look like you're doing minimalism as a choice and not a constraint. Gameplay is simple but fun. It feels like the type of game I could grind out during 8th grade math class

I thought that John did a wonderful job with this game. I loved the simple design, which some may critique as too minimalist, but I loved the simple back background. I also want to give him props for completing this on his own. I also loved the simplicity of the yellow point coming out of the square 'death'. It was just another simple feature that I felt added to the game feel in a very positive way.

The design of the game is very satisfying. I can actually play this game the whole day get to collect the yellow points and get powerups.

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What could this game have done better?

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In the shooting part, I felt like there was a weird input lag or sometimes my shots won't go through which made it feel very frustrating. Also, I feel like initially, the game should try to give more upgrades to the player and then slow down a bit later on because the initial grind felt a bit too much and could cause players to leave. Getting upgrades and seeing yourself get stronger is what gives the dopamine hit and gets people hooked on such games so I think a little more fine tuning in this area would be quite beneficial.

It was a little confusing to find out how to play at first. I understood the premise after playing a few rounds, but I think sometimes it doesn't feel super clear.

It felt like the game had a bit of a lack of skill depth, and repeated clicking on red squares. I think it would have been nice to have a variety of enemies or something to have you think more about your decisions.

A more in depth resource system would be nice, with much better skill depth and feedback.

Sometimes, the click is not registered properly, and I was left wondering if I was doing anything wrong.

I mean, honestly most issues with the game come from lack of dev time rather than like bad decisions. I'd simply build on it more. Game feel effects, etc

I think that there could have been a little more variability in the enemy generation as far as the density through each level . Unfortunately, I did run into some problems with clicking on the enemies on itch, but I would be inclined to guess that that was just an itch problem.

The UI is kinda small on my computer.

What did this game do well?

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Great game. Interesting concept where knowledge is used as a resource. I like that you are shown obstacles and rewards beyond those obstacles and the only way to reach them is to buy spells. I like that there are multiple ways to reach the end by using either the double jump or the earth spell. These spells together can be used to create very interesting puzzles.

The UI for the game in the store was done very well. The mechanics made the game fun, and had me thinking about what to spend my points on.

I love the resource system implemented on this idea of collecting knowledge and spells. One has to think about what resources and beneficial powerups, and it also integrates skill depth well. The balancing of the resource system was also very well done.

The game was implemented very well. We start from scratch and we can intuitively figure out how to climb. Getting our progress blocked and then purchasing something and thinking this might help was a good touch

The concept of seeking knowledge to earn the skills is quite nice, and it fits the content very well. Also, the world design and the UI are very great too.

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What could this game have done better?

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The enemies don't do much. And I think the resource system is great but without a way of constantly getting more knowledge, you can get stuck in the level with no way to move on if you buy a different spell and can no longer afford the required spell.

I was a little confused in the beginning of what to do and where to go. I ran around for a bit just collecting the points, before I even discovered the shop. I think it could have some sort of tutorial to teach the player about the shop. Also the death was a little odd I didn't even realize what was happening the first few times.

Nothing much, it was very well implemented in the guidelines

There were too many things to try which made stuff a bit complicated

The skills may need more play test, as sometime it may be very hard to go to some places even though you have learned some skills.

What did this game do well?

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I like this idea of controlling multiple characters at the same time. This reminds of WarIII. Really nice! Also I like the overall graphics, it's nicely designed and well implemented.

The idea is cool! It brings great challenge that the player has to switch frequently to keep all of the four characters alive. The movement and switch is smooth.

The game is responsive and has no major glitches that affect gameplay. The art style and sprites are cute, though the dead characters are a little morbid...

I think the UI and fx are satisfying and nice, and the game mechainism is clear. The objective of this game is also fun.

I like the sprites and the overall concept of the game.

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What could this game have done better?

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The goals of the resources is to make the character survive, but my characters die too quickly... Maybe slowing down the dropping rate would be great

It's too hard to survive in the game. Maybe add some bonus?

I wish there was an obvious way to tell the thirst and hunger of all characters simultaneously, so that I could determine which characters I had to switch to fast enough.

I think if there's some key can switch player will be much easier and fun

The game is too difficult and there should be some indicator that someone is starving.

What did this game do well?

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Really cool to see a 3D game prototype! The world looked cool, the minimap was a fun addition, and the general gameplay felt solid. I liked going around and shooting the weird zombies. I really liked the inclusion of reload animations and decent sound FX too. Having the resource system be ammo is a classic but fun mechanic

The UI for the game was very cool, and the number of weapons implemented was also very nice. It was fun to just run around and shoot the zombies, and the scenery was very cool.

I like the aesthetic and summer feel of the game, very well executed for a 3d game. I like the variety of guns and the open world to find and kill zombies

The game looks good and the whole killing spree is fun. Selecting between weapons were also a good touch

Overall really well made game and interface and everything is very cool.

Really astonishing to have a polished 3d prototype. Also I like the idea of having different types of items and each of them have different effects and costs. It is also really hard to keep balance for such games like this.

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What could this game have done better?

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Pretty unplayable without downloading it, but even after downloading it, it was still a bit laggy. With improved performance and a bit more polish this would be a great game!

The game had a lot of lag, and also it felt like there was a lack of skill depth, because of how easy it was to kill the zombies and then just buy more bullets.

I couldn't play the game in the browser. A more in depth resource system aligning with the theme of the week would be better.

The game is too heavy to load in browser, so the whole gameplay is very laggy. Mouse could be implemented better

I think that maybe it was the demonstration but the resource management part was not a very major part of the point of the game rather keeping yourself alive was.

As a prototype this is great enough, the only problem is just browser might not be a good platform for such games

What did this game do well?

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I liked the turn-based element of this game where you had to collect different items while fending off zombies. Managing both the player and the dog were cool elements as well that added to the game play. Having three separate resource systems to manage was a cool idea as well, which made you need to think about what resources were needed when. Choosing what the optimal fight action was when fighting was cool too.

This is very well done game. The mechanics and the resources are implemented very well. I like how this game assign a dog as the Pokemon for the protagonist, cool!!

I think the resources in this game are good, and the dog is a good desgin to defeat zombies

I think the overall resource management portion is very well done. Its very interesting how you guys went for a turn based type thing and allowed player to choose what to do next based on their resources

A lot of works have been done to keep the game balance.

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What could this game have done better?

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The first instruction of 'roam around' made me think i could move with arrow keys, which I couldn't do. Also, having the heal/eat actions be able to be performed outside of combat made the danger element pretty trivial, as I could pretty much always eat food when low.

I think it's a very good prototype. Adding a story line, polish the ui and graphics a little bit, it will be ready to be demonstrate in Steam Demo!

The energy bar could be confused if it runs out, cuz we still see the green of it and we may try and found it is non-energy.

I would say the only thing is just to optimize the ui and the sprites and expand more on the story.

Some of the assets are blur and do not seem to blend with each other well. Also, can have some tutorial instructions for beginners to learn about the game.

What did this game do well?

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The game had good game feel elements, and the tower defense idea was immediately clear. It was intuitive what warrior/tank/archer did without a detailed stats view. Good use of resource concepts with the wallet and the cooldowns. The ultimate ability was a cool way to break up the game loop too. I liked the different enemy types too

I love this game! really fun! Resources are implemented well, sounds well, scales well. Very nice.

I think the effects, animation, and how to use resource is good

I think that the game does a very good job at actually teaching about resource management and its overall very fun to play

This game reminds me of PvZ, really great design on resource management. And its visually appealing, the animations are smooth.

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What could this game have done better?

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Once you figure out the ideal gameplay is to fully upgrade the wallet and then just spam everything on cooldown, the gameplay becomes fairly trivial. This could be solved through better balancing. Overall this was a fun game!

Why does my Archer deal 0 damage to the enemies?????? It costs 150$!!

The resource only is about money, I wish to have more included, and the game runs a little bit too long

I think the ending of it is very redundant as it gets to a point of just you spamming all the characters til eventually the enemy base dies

Can add more levels to add another layer of interesting and engaging to the game.

What did this game do well?

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I like the visual style of the game, and the camera view of the game is very interesting.

I liked the visual quality of the game, as well as the sound effects.

A good implementation of tower defense game! The sound effects and the music are great. The gameplay is satisfying. And the perspective of the camera make it more fun.

This game has cute aesthetic and there is a variety of turrets and enemies.

The gameplay loop is easily understood, though it takes a little bit to get accustomed to the idea of clicking to place. The three different tower types and enemy variants offer opportunities for mix-and-matching, to an extent (barring restrictions due to player level). Furthermore, the overall ambience - the isometric layout, the art palette and sprites - create a cohesive experience.

A good tower defense experience and the balance is fair. The upgrade system is a good way to disallow the player from spamming weak towers.

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What could this game have done better?

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I got a hard time understanding how the gameplay work, maybe put some more introduction into the game.

I wasn't exactly sure what was going on in the game, until I started dying. Maybe marking things as red or green when building towers would be more helpful

The presentation of the resource is at the top left corner in white color, which should be made more easier to see.

The UI of the game could use some work. It was difficult to click on a turret to upgrade it.

The projectile behaviors don't feel unique enough - all bullets (appear to) home in on enemies, for example. The UI will sometimes make me missclick on what tower I want. Unexpectedly, the towers appear to choose which enemy to fire to only when they kill another enemy - this makes the towers not attack the fastest enemies. In most tower defense games, the towers will usually attack the enemy that's closest to them.

The game starts too quickly and tower positioning doesnt seem to matter much.

What did this game do well?

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I like how the guided system of the enemy is implemented.

I liked the sound and ambience of the game

The 8-bit background music match the minimalism style well!

This game implemented the pathing well.

The BGM and visuals are cute.

The enemy pathing was pretty cool, and the potential upgrade system seems like it would be fun to experiment with.

Those towers to be defending! Sorry, I don't have much more to say.

Easy to understand what you were going for

As someone who has played balloon tower defense, I must say I was excited to pay this game. I did enjoy the tilemap that you used, and I think that it created a good foundation to build upon.

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What could this game have done better?

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The UI scale can be very different for different screen and some operation can not be performed(like using the shop)

I'm not sure what was going on in the tutorial. May some visual instruction would be better

More types of tower can be added to make the game more complete.

The UI of the game could use some work.

Without any tutorial or written description of the directions on how to play (no mention in the game's description, no in-game description, no mention of controls in the presentation), the game is unfortunately unplayable on my end.

Of course, more enemies would have been great to test out the other game functions haha!

The shooting could also be improved, as it seems like a majority of the positions that you can place the turrets down are ineffective and will always miss the enemy just narrowly. Maybe instead of having it shoot at the enemy's old position, try to calculate/predict where the enemy is going to be when the shot is fired, so that it hits them?

I get the graphics are placeholders but it's so simplistic I have a hard time parsing what's actually happening. My towers miss enemies a fair amount, which could be a mechanic but it feels more like an oversight?

There was a lack of content in the game and it was unfinished

I completely understand that we are working with strict time constraints, so please take these comments with a grain of salt. I anticipate that you were planning on continuing to refine and add to the game in time, so again, ignore anything that you have already considered. I think that the resources could have been a bit more exciting. Not only could you have added some simple sprites, but I think that you could have been able to add some more functionality on that front. Additionally, I was unsure of what the controls were, so it took me a while to get anything going in my session.

What did this game do well?

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I really like the overall gameplay and how minimalism was excused in the game, the level design is also really well, good job!

This game was really interesting, I really like the concept of it. The tutorial was very informative

This game's concept is really good! The repurposing of the Splatoon mechanic into a puzzle room style game was really well done.

Most interesting resource system amongst all the submissions. I really like the concept and design of this game with the ability to shoot paint while you are big and then being able to travel through the as a small ball. The level design is also very good and shows the players the different ways to use the mechanics in a steady manner. Top 2 games of the week :)

Super well made! I love how 'swimming' in the ink is shown, and the overall idea and potential for puzzles are good!

I actually think this game is awesome. It's a fun mechanic and I can't explicitly remember a time I've seen it executed before. I play A LOT of games so that's meaningful. The level with gates shows how your idea has legs beyond the basic mission statement

I really liked the concept of this game. I thought that they leaned well into the minimalist, pixelated theme, and I enjoyed the color palette. I also really loved the swim mechanic. I have never personally seen that in a game, and I think that everything down to the animation of the player character transition while you swim was executed well.

The concept is very interesting. I like the way that you need to paint on the wall and create paths for you to pass the level.

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What could this game have done better?

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I wonder if there are other ways for the introduction to mechanics other than plain text.

the graphics could have been better, but I like the sound and everything about the concept of the game!

The game could've used an 'end' to show that the player has reached an end. This could be just a text message, or an in game object that shows the player has reached the end of the current content in the game.

There is a HUGE amount of lag in the later part of the stage when there is a lot of ink which makes it very difficult to travel through the ink so I think the game needs an optimization pass. Nothing else really stood out to me in terms of improvements the game can do.

I think it would be nice if you could click and drag along the wall instead of having to click in splotches each time.

I think the visuals/mechanics of the ink spraying and aiming could be more clear and satisfying. Like, not the literal gameplay. But how inking looks and feels

I do think that the controls for the game mechanics were a little difficult to pick up. I do recognize that this is something that could easily come with time, and I did see the instruction labels in play, but it was still hard to pick up. I also was unable to backtrack in the level so I think that there may have been some sort of constraint somewhere, whether that was intended or not.

If I really have to say, the amount of the number of levels in the current game is too low, I wish I can play more.

What did this game do well?

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I like the different ground texture leading to different interaction, really good!

The game has effective upgrades, and the leveling is satisfying.

The game did a good job at showing the different mechanics in the game such as deflecting projectiles to damage unreachable enemies. It was also pretty fun to kill the slimes without taking damage. The level design in later stages shows promise and the background music is also pretty immersive.

It was interesting to play and explore the big map killing slimes and progressing through with some nice platforming throughout the levels.

Nice animations and a good aesthetics.

Very nice visuals. Moves well. I press right and jump and I'm like 'that feels good'. enemy design's cute

I think the level design and concept of the game is really cool and really fun to play

I liked the sound effects and overall controls of the game. Although wall jumping was a bit weird. There are different enemy types and you learn what each of them do as you play the game. I also like how simple the game is.

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What could this game have done better?

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I never walked out from the tutorial level. Maybe adding more guidance would be helpful.

The upgrades are a bit too linear and uninteresting by themselves. Maybe once you reach a certain level it caps out and does something special.

I don't understand what the point of the three bars on the top right is and I feel the game could've done a better job showing the meaning of it. Also, some game feel mechanics when you take and deal damage could've made the game more satisfying to play.

The tutorial was not really a tutorial. I felt very lost at first, because there was no real indication that there are portals at the edges of the map, also something with the screen but the portals were also barely visible. Also I never fully understood what the colored bars on the side were for I only noticed that they went up corresponding with the slime's color I killed.

I don't ever know what I am hitting or if anything is hitting me. The three bars in the top right only make sense when their purpose is explained and not a second before then.

3 levels? illegal gaming. I'd say the enemy ai is kinda simplistic, and the gameplay doesn't really provide opportunity for depth. The floor texture effects are very unclear

It was sort of confusing to know which way to sort of go in the beginning and what parts of the map i was supposed to touch in order to progress within the game

I wasn't really sure how to get to the next level. After walking off the screen, my character just disappears? Also it's weird that you make footstep sounds when you are in the air.

What did this game do well?

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I really like this design in particular: the connection between the Slime animation and the jumping interval. Only when the slime is fully stablized, the player can jump. Really nice!

Simple but good mechanics. The game has unique enemies and is fun. I especially like the way the difficulty ramps up, but there may still be a lot of downtime to the game.

I liked the very simple controls for the game and it felt pretty intuitive learning how to play the game. It was also pretty fun trying to figure out when and where to click and timing it correctly.

Nice idea and very simply controls that are easy to learn.

I think the design of the interaction is well done and smart

The concept and level design was nice. I like how the difficult built up slowly, and the feedback from the enemies was sufficient. The theme and idea felt very original.

I think that its a very interesting concept that was implement very well. There are many indicators of what is happening on the screen

I like the general gameplay concept that you have to jump to avoid the enemies but at the same time you can also beat the enemies with the jumps. It makes me feel like this is some sort of a shooting game in some ways.

The game has a good introduction of enemies in the first level, which teaches the player what each enemy does after seeing it for the first time. A lot of the obstacles and map hazards make sense intuitively for the game.

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What could this game have done better?

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The speed of the Slime can be faster, or can increase overtime. It might be a little bit slow now.

The visuals are a bit jarring in the way that many sprites are difficult to see, and things such as a missing part of the level can be missed if quickly moving.

I think the holes in the second level are a little hard to distinguish from the rest of the map, so maybe some sort of indicator would be nice. The game doesn't really have anything to help the player learn. It felt like I was trying to figure some things out on my own like, if I can hit the ships can I hit the meteor flying around to destroy it.

Can't hit enemies if you have been hit. While slime buddy is has i-frames, so do the enemy ships.

I think if there's some ingame UI tell ing me about click to start will be better

I did not like how the game looked, the aesthetics felt off. The level design was nice but some more explanation or symbols to guide the player would have been nice. It got boring after a while just jumping around, some more juice to the game would be a room for improvement.

I guess maybe make it a little clear as to what the objective of the game is because it is a little confusing in the beginning

Maybe adding a timer so that the player can clearly see how many seconds left until the level is clear (or having a counter showing how many enemies left)

It's a good game. I think the only thing this game can do better is more levels.

What did this game do well?

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I like the idea of this game. I think it does a really good job at increasing difficulty and encourages the player to think more during the game play.

Nice aesthetics and clever little puzzle game. Buttons responded well.

I like the idea of use e to pull the box and the teleport function in this game

I liked the puzzle concept, and the thought that went into it. The levels were designed well and the intuition for the level was clear.

The puzzles are really great, it took me several tries to finish the game.

Great level design. The tutorial teaches you well, and the second level is a well thought out puzzle.

This Game Concept is very innovative. Never though that when it comes to only using icon to show the control. Nice Job!

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What could this game have done better?

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Pressing 'E' sometimes will lead to unintended bahahvior. For instance, the movement will somtimes go diagonally or encounter invisible walls. It'd be gone once I press E again. It's just that I am being too picky here, overall it's really nice!

Make it more obvious that things are happening. Hard to tell when teleporters are operational and more indication that a block is being help since you can only move in one direction when pulling a block.

It doesnt work on my device..There are some bugs.

The game was buggy on my browser, and I hope that can be fixed in future iterations. I wasn't able to experience the game well because of the glitches, but otherwise wouldv'e made a solid prototype.

Having some issue when pushing against the wall

It can be confusing when you are able to pull the block. The animation is a bit weird, but other than that it's good.

The UI is a bit too small for me, and it sometimes is kind of confusing on what should I do in the game.

What did this game do well?

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I like the music and the visual style makes the game really feel like in the farm.

This was a fun little game! I liked the barn animal theme, and the music, sounds, and game feel elements all worked really well together. I think the overall game was fun, and showing the user that different pickaxes can break different rocks was done well.

I think the level design was good in that the player was likely to first encounter a regular block and be able to break it, then encounter a gold block and _not_ be able to break it, and then find the pickaxe and be able to break the gold. Collecting the barn animals was fun and satisfying too!

I love the sound effects and how it guide us.

The concept is easy to understand, and the sound effects were funny and a way to keep the player engaged!

The theme and aesthetics of the game were very nice. I liked the concept of mining rocks and freeing farm animals. The sound effects were honestly funny and the mechanics of the game were smooth.

I like the general concept that you have to find all animals on the map and the sort of puzzle-solving in the game was also great

This game is quite fun and hilarious. Like the design with the sounds of different animals. Really level up the fun part of the game.

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What could this game have done better?

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Maybe some introduction to the mechanic that different pickaxe break different mine

Without the itch.io summary telling me what to do, I did not intuitively know what the goal was. While playing, it felt a bit clunky to use the pickaxe. The rocks didn't provide any feedback that i could or couldn't break it, and was often swinging and not really knowing what my pickaxe was hitting. Then, i often wouldn't be able to fit through the gap that i just made. Other than that this was a fun game!

I think the UIs need some improvement cuz there's no UI for the first tool, and I dont know how to interact with the first mine, until I tried all the possible keys.

Controls felt a little clunky at times, and at times I felt confused as to what I do next, especially with the pickaxe levels.

The feedback from mining the rocks was poor, didn't know if I was making progress at times. It felt a bit boring at times to just roam around and mine endlessly, there can be better mechanics implemented regarding that aspect.

I think the game can adding more puzzles or maze stuff. It will both help contributing the map and whole gameplay experience. Also, the different types of pickaxe are kind of confusing.

Overall the game is quite nice on its own. If I really have to pick one part, maybe adding UI showing how much animals I need to pick.

What did this game do well?

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I really like the art style of the game and the how the physical system feel in the game, specifically with the landing of the character.

This game had awesome concepts. I fell like the gravity reversal and the ability to hit back projectiles were both cool concepts an executed well. The art style and main character design were both pretty sweet, and the world design was super cool as well. I really liked the cave sprites used in level 2

I thought the level select making you use gravity was super cool, and i liked how the levels themselves introduced simple gravity puzzles before introducing monsters. The monsters where you needed to deflect attacks was a super cool concept and implemented well.

The game is so janky that it's actually kind of endearing in a way. It encourages a lot of crazy plays. The start menu involving the primary mechanic (gravity shifting) to proceed is a great integration of a tutorial within the start menu.

its a pity that on my device, pushing right shift has no effect. I cannot reverse the gravity. But the way of choosing level is really creative.

really cool concept and executed well! the sprites and animations are also awesome

Wow, I really love the game entry screen, as well as the transition into the different levels. While there is not a lot of things going on, the simplicity of having the foreground, background, player, and the enemies allows the player to focus on the game objective. I also loved the cohesion that you were able to pull off in your sprites, specifically your level design/color/material variation as well as your enemies.

Like the vibe of the game! It really bring me the old arcade game vibe. Also the up and down jumping is very interesting. Also, the music is vibrating with the overall game feel. Nice Work.

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What could this game have done better?

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Maybe consider adding more feedback to the attack when hitting enemy and a clear introduction to the mechanics of reversing damage

Some of the game object interactions felt a little glitchy. Performing the attack felt odd, and the animation didn't always show up. I pretty much ended up spamming it in order to deflect attacks. I also never used the slow time feature, although I could see this being useful against enemies with a lot of projectiles. I think this would be a great game if the interactions between game objects were smoothed out a bit!

The camera feels a little zoomed in for a game that requires players to have spatial awareness about threats above or below them when gravity-shifting. The attack mechanism feels a bit too janky to be used effectively, requiring spamming to make it work. The enemy bullet reflection mechanic isn't explained and was only learned through commentary from the devs during their presentation. Recommendations for improvement are a zoomed-out camera, fixing the attack mechanism's timing or hitbox, and integrating the bullet deflection into some onboarding or tutorial session would be most welcome.

Fix the bug that right shift does not work

audio/more evident visual feedback would be nice to know when the player got hurt by certain enemies or map hazards!

One thing that I have a small critique on is the player movement mechanics. I think that the movement is slightly too abrupt, and definitely hindered my ability to get the hang of it. I did see that there was an option to slow down time, but I think a more evident ease in and out on that would have been great. Overall, I thought that this was a very well executed game.

The reverse gravity is kind of confusing at first. But after playing for a while, it is okay.

What did this game do well?

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I like how the sight and lightning system of the player and the general visual art style of the game.

This game had a great atmosphere that made it super fun to casually roam around and search for the potions. I really liked the fox character, the lighting, and the music.

The mini tutorial at the start screen with the comment bubbles was a cool approach that I liked to see. The actual gameplay itself was fun and I liked the mini mechanics of the portals and boxes. I'd would enjoy myself playing this game with more mechanics and more levels

There was a lot of content in this game!

The game has a unique aesthetic (BGM, sound effects, graphics) that is pleasant to experience. The starting menu requiring the player to interact with the chest is a pseudo-tutorial that helps players understand the primary mechanism of interacting with chests and is more unique than a simple click-button-on-UI-menu scheme.

The map design is very good, player hase to search way to open the portal. Interacting with the switchers make me try to plan a better route.

I love the ambience! The lighting makes it so immersive and the fox is really cute! The box pushing mechanic is nice because it helps the player know where they've already explored.

I love not only the the overall game design, but I also thought that the level design was carefully considered. I specifically enjoyed the portal and gate features and how they really increased level complexity. That being said, there were little instruction on what exactly to do and where to go, but if I had a lot of time, I could easily see myself getting lost in this.

Straightforward, teaches the player mechanics about levers and portals well.

I liked the light mechanic of this game is set the scene well.

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What could this game have done better?

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I think the introduction in the start menu can be set more clearly, maybe change the menu to a top down view.

The doors having a 'close timer' as well as the slow walking through vegetation sort of felt like I was being timed in some way, which conflicted a bit with the chill ethos of the game. Without a mini-map, doors remaining open is a great indicator of 'oh, i've been here before,' which can otherwise be confusing. Also, introducing the concept of an empty chest as the very first chest the player encounters made me think there was a bug with the chest itself. Maybe a particle effect denoting that the chest was empty would fix this. Overall fun game!

It was a bit difficult to find all the potions. I understand that that's the intention of the game, as it is a dark maze, but the game can become frustrating when you're only missing one potion and you've found the exit... Maybe add a compass near the exit so that backtracking doesn't feel that terrible? Or, add a small minimap that needs to be filled in as you proceed. I feel like this latter method would be extremely satisfying.

Both the first and second level's sizes are very spacious, and without some minimap or other orientation system it becomes increasingly hard to keep track of where a player has been before. The portal mechanism has potential, but it feels seldom used in conjunction with the large map sizes. Having an orientation or marking system to let players identify where they've been before, or reducing the map size, may alleviate these issues.

Pushing blocks might be replaced with something more interesting.

Definitely could speed it up somehow, make movement more smooth? the maze is huge and getting around takes a while, also i feel like the box pushing is a little annoying to do because it takes a while.

One thing that was confusing from the jump was the on screen instruction on how to begin. However, once I got into the first level, I definitely got the hang of it. In the same light, I think that the instructions in the levels are a little bit unclear. Some instruction would have been nice to solidify my understanding of the objective. One other small thing that I think could have been cool to include is making sure you toggle the gate switches from the appropriate side. Currently, a simple collision does the trick, rather than doing only one side.

Overall, I must restate how impressive this game was. It was executed well, and I think that it place a clear emphasis on the focus of the week: level design.

The map can be made smaller as the gameplay is very repetitive, if completion time takes too much time it get's boring after a while.

I think the game map was a little too large as a lot of time was spent just moving around.

What did this game do well?

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wow this is a great game in my opinion. It feels very reminiscent of different games from different categories, but very unique in its own way. I think the sound effects + tracer gave it a nice touch, overall really good game

The match color platform mechanic reminded me of Switches in the more recent Mario games. However, this game takes it a step beyond by introducing 'carrying' the paint cans. This is an emergent mechanic that is interesting and unique.

I like the music and the mechanics, very smart. The color changing and different effects are fun as well.

The game has a good tutorial level that slowly and gradually introduces the different components of the game. It gives the player enough time to get acclimated to the mechanics of the color-changing and gravity. The mechanics give enough freedom to let the player experiment with different possible solutions to the same puzzle. The BGM and SFX, as well as the art style, follow minimalism principles and are pleasant to experience.

The gravity control is a really amazing idea, it attracts me and makes me try again and agian to acheive the goal.

It is a very well made game. The core idea of colliding only with the same color as the player is a very intersting mechanic. The underlying puzzle was also very good

I really love the minimal design of this game. At risk of exposing myself for not being a gamer, simple games appeal to me. Both in player mechanics as well as in game feel, specifically the visual appeal of the game.

Well utilized minimalism, simple graphics but still very aesthetically pleasing, interesting platforming mechanics that allows player change color to acquire different powers that has to be planned to get through the lvl.

This game had really interesting mechanics that are addicting to play with.

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What could this game have done better?

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I would not improve on anything honestly, it was a great game that I would definitely play

The gravity flipping of the game was a bit disorienting. I understood the intention as not flipping the world but flipping the controls would've been confusing too. In this case, the correct answer would be something like VVVVV, where after a flip happens, the controls remain orientated (right to right, left to left). Even if the world is flipped, some indicator towards the right directions would be helpful. That, or maintain the 'go right.'

the jumping can be improved

The 2nd level is a bit too chaotic with the different colors and possibilities. This combined with the lack of a checkpoint system of sorts may cause some frustration as players have to repeat the same puzzle sections in the earlier parts of the level again and again just to get to their previous death point. Having some checkpoint system might help alleviate this feeling.

When the gravity reverse, The x-axis mignt not need to reverse.

The reverse gravity could have been implemented a bit better, currently switching the gravity is a bit disorienting

After playing just a little bit, I can say that the overall idea and execution of this game was fantastic. However, specifically when starting out, I think that a little instruction on the impacts of the different powerups would make it loads easier to get started on skill development. This is such a minor comment, and I would like to mention that this is a feature that I absolutely would be willing to overlook if it was a game I was getting into for real.

For the flipping of gravity, the text orientation should be kept, as well as horizontal orientation, as I got lost after first time gravity was flipped.

I think if the screen was flipped horizontally during gravity shift it would be more straightforward.

What did this game do well?

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it felt pretty intuitive to me and I liked the theme of it. The sliding physics were a nice change to similar games to this

This game felt good to play. The acceleration of the character was a bit clunky at first, but it grew on me after the tutorial level, when there were less damaging obstacles and the gameplay focused on speed and input.

Bgm good, and the background is very beautiful, I like the tutorial as well

Best game of the week in my opinion. The idea of using billboards to introduce mechanics one by one to the player is a great design choice that works very well. The movement feels very satisfying and I spent a lot of time playing this game, trying to get the best time without losing any momentum. The level design is also challenging and the wall climb mechanic is used well. Overall, a very solid game.

Great visuals. Like top of the fest. Idk how much was found and how much was made but it turned out excellent. moving is fun.

The game has a retro feel to it. Kind of like a tron vibes. Reminded me of the mobile game vector.

Platforming with momentum is very interesting, and there are unavoidable places that requires the utilization of board sliding which teaches the player about the mechanic.

I liked the design on this game and think the levels made use of the unique mechanics well.

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What could this game have done better?

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some of the fires weren't very noticeable until I collided with them. I guess this can be interpreted as a good feature, but for my first few times playing it it was surprisingly frustrating

Some of the tutorials were placed at or after the places where they were needed, rather than before. Other than that, particular in the 2nd level, I actually got a bit lost. There was the area of 3 Ston.k! billboards, and I spend forever trying to run along each until I inevitably failed, but then found out that was the right way to go. Did the billboards lead anywhere? The ending segment was also a bit strange, but the solution was clever. The end goal was just in sight, but I couldn't jump high enough to get over that last fire. The way over was to wall ruin back around, jump onto a higher platform, then run back again. This is an interesting puzzle that makes good use of the mechanics introduced, but this game felt more like a speed game than a puzzle game, so this segment was confusing.

the flame is a little bit not obvious to see

I feel like the fires in the tutorial level were very hard to see and it took me a while to just get past them. Also, the sliding mechanic felt a little frustrating to me especially in one area of the map because it required you to slide under an object but you needed momentum to clear it but the slide just wouldn't work correctly. Could've been a me issue but still, I feel it could be made more satisfying.

the instructions are a bit obtuse and some things, I didn't know I could do. Fire spouts were borderline invisible from a distance

The obstacles could have had a better contrast to the surrounding, I hit the flames couple of times because I didnt see it

Some of the platforming is extremely difficult to get past, the levels can be made easier since I couldn't even make through the first stage.

The tutorial for wall running could have been more apparent.

What did this game do well?

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I liked the tutorial, it seemed really straightforward to me and was able to understand the game

The pistons in this game are so fun to play around with, and there is a lot of 'unintentional' fun in the game. The final level is fun and isn't just a linear solve this and move on.

bgm very fit, and the mechanics is fun.

Very fun physics platformer. I like that there are many different ways that you can use to finish the level and I spent quite some time figuring out a fun way to do so. Also, the mechanics in the game are introduced to the player in a gradual manner which shows a great level design mindset.

The game had very simple mechanics and logical pathing to make the game enjoyable. I spent a lot of time messing with the physics mechanics, and the puzzle trying to figure out the second level.

looks good. feels good. trampoline very fun. At the end of the day that's all you need. But yeah bouncing is fun and provides a lot of creative approaches

The tutorial was very intuitive and could identify what to do quickly. The puzzle was also interesting to do and figuring out that you can push the piston thing is a nice touch.

I think that the game requires you to think a lot about which blocks to push and which level to go to first. I think its also funny that you incorporated a death mechanic to reset

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What could this game have done better?

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maybe some sound effects when pushing the crate or jumping would be nice, but overall great game

In a real game, maybe the player would be given less freedom to screw around to find if they can 'break' the game.

The jump height is a little low

Not much really. The game not being absolutely perfect is part of the charm of a physics platformer. Only thing I wish the game had was a reset button to reset you back to the start instead of having to kill yourself to do it.

The only thing that I think could have been done better is maybe some more sound effects, the piston pushing is a little weird to see it push really hard, but have no sort of feedback besides my character getting pushed. Also I don't know if it was just me, but the jump in difficulty was very big from the tutorial to the second level.

Not a lot to say honestly. Maybe the solutions were a bit obtuse given the level/scale

Sometimes the player gets stuck on the edge of ledge and its a bit hard to climb to the platform

I think that you mentioned but I supposed like the physics was a little weird but that is a known issue

What did this game do well?

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All the game assets work together forming an extremely convincing space theme. The difficulty is perfect for someone like me whose fairly new to bullet hell.

Checkpoint are always appreciated (even if my score resets). All the sprites and effects are very clean and polished.

I love the design of each spaceship and each of them has a different attack machanic. It definitely needs some memorization and strategy to gain a higher score.

I like the depth of this game and the mechanics implemented on a simple genre. It felt like the bullets knew where I was going to be so my movements had to be calculated which was good. I was able to build my skills and develop better movements over multiple iterations of gameplay.

It is a very well made game. The ideas behind having very specific shooting patterns, safe spaces and correct positioning provides a good learning curve to the game. As intended the game is a simple game which can still create a skill gap between players

The enemy appears in a fixed way so that we can practice and play better.

The gameplay really feels smooth. And I like the SFX when firing. The background music and the art matches the theme well.

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What could this game have done better?

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More diverse enemy patterns can be introduced, including bosses.

I am just not a bullet hell appreciator. The player shit does not seem to move quickly enough, nor handle well enough to appropriately dodge all the bullets. Generally bullet hells have a set pattern to their paths, but many enemies in this game fire shots directed at the player, which have no pattern to them so it end up being much more dexterity testing than pattern recognition. I would like to be able to shoot faster, too.

I think the objective of this game is not super clear, cuz it doesnt have any punishment if I dont kill any spaceship, neither any obvious reward of killing them.

Not much the game was very well executed and was in line with the goals.

There couldve been a penalty for holding shoot. Currently holding space and just focusing on the movement works. Having players conserve bullets is an idea worth exploring

Its a little bit hard since player only has one life. The enemy could drop power ups for more lives.

Maybe there should be contact damage to makes the game even more challenging.

What did this game do well?

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I love the overall playstyle! It's like a Vampire Survior type of game where I could spent a lot of time on it. Also, this game requires the player to 'evade', but the speed of each projectile is different from one another, which increases playability.

Super fun game. Simple mechanics and the enemies being introduced one at a time makes it very easy to pick up but it has a nice skill curve that makes it very challenging to beat. The ability to warp makes the game super interesting and adds a layer of strategy. I like the different attack patterns of the boss and the fact that it moves so quick makes you think about leading your shots. Game requires a good mix of strategy and dexterity.

Very nice aesthetics and sound effects. Screen never feels to cluttered despite there being a lot happening.

Moving and shooting is very well done and satisfying, especially because of the border wraparound effect. The boss fight is also insanely well made!

I think its good to have a transport of the edge design and the attack and survive make it fun.

I enjoyed the minimal aspects of the game, made it feel simple yet captivating. I like that its challenging and requires a lot of attention and build up a player's skill over time.

The movement and shooting were very smooth. The game is very intuitive and the different enemies are also interesting

It has really nice dynamic background, the enemy get stronger and stronger makes it more challenging.

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What could this game have done better?

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The sound of the enemy getting hit is too loud compared to other sound effects. Maybe the volume of this sound effect could be lowered.

I think the addition of a health bar or some way of showing the player's health would be great. I think there could have been an enemy type that has a ranged attack but also moves a bit faster because right now, you just need to place your mouse on the very slow moving enemies and focus on dodging their projectiles. Adding another enemy that fits in between the existing enemies and the boss on the skill curve would make the game more interesting.

I have no idea how much health anyone has, which is a minor problem for enemies and a major problem for me as the player. I have no idea how many more hits I can take. Green is often friend colored (at least that's what I think), so seeing the kamikaze fighters for the first time was confusing, especially cause I wasn't sure if I was taking damage.

Adding some sort of health indicator would be helpful, for both the player and enemies!

I think the attack of enemies should be removed after the enemy die.

Incorporating an HP bar for the player or the enemies would've been helpful, I would add to the intensity and also make the player aware of their current situation in the game. The final level was too overwhelming, it could do with some brushing up. Otherwise a well rounded game.

There could've been a health bar

The boss appears all of a sudden and shoots tons of bullet immediately. Got no time to think.

What did this game do well?

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While the game reminds me of Bomberman, some mechanics are tweaked and added, giving a unique experience. The strategy of the game is fun rather than smart, and I appreciate its direction.

This game was fun! I wasn't initially clear on the goal here; is it kill all the enemies? break all the stones? But through playing it actually became pretty fun to try and figure out the enemy's patterns and try to strategically plant bombs. I thought it was a fun mechanic that the red squares had the chaining effect. In later playthroughs, I also became good at trapping enemies with the stones so that they can't escape.

Using the bombs, using the stones, and becoming skilled at pushing the enemies all contributed well to this game's sense of depth. The music, art, and sound effects were all fun as well! The timer was also set at a point that made it difficult, but not too difficult to beat the level after a few tries!

I think this game is pretty well designed in terms of the interaction feedback. The character can move and will be stuck when the character reaches a wall or a monster. Also, the animation and the sound feedback directly tells what the character's behavior, which further help the player to develop their game skill, like when they should run away from the bomb or when they should break the wall.

Very fun game. Very simple mechanics but it took me way too many tries to actually be able to finish the game. The game's mechanics allow you to have multiple ways of trapping and killing the enemies, which is a great addition and increases the skill depth. The level design was also good.

The space-walking suits and animations are rather fun to watch. Random power-ups mean no two games will be the same.

The assets and animations and overall game feel are awesome!

I like th simple mechanic of putting the boom and still make this so fun, and I think the sound effect is good. It really needs some strategy and memorization of the map.

The familiar bomber man game was implemented well. The mechanics of pushing enemies into the fire is very good. The mechanic of moving blocks was also good

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What could this game have done better?

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There could have been more polish within the game. The level could be more interesting as well. Maybe chopping it into parts wouldve made the game better.

I've never played Bomberman before, and so the goal of the game wasn't initially intuitive to me. I didn't know (and still don't really know) what the lightning bolt or fire in my inventory meant. The bombs made sense, but I didn't know how or where to use the lightning bolt or fire.

I think this was overall a fun game, but there was a bit of friction getting into it without an intuitive sense of the goals and mechanics!

I think the character being invincible to the monster is a little tricky. Maybe the player can be designed to be hurt by the monster. Also, the map is a little too linear, there's only a few directions I can go.

I have no idea what the powerups did or how I was supposed to use them so I think clarity in that matter would've been good. Also, I don't think the hitbox for the explosion was in in sync with the animation because moving after the animation had finished also killed you which was frustrating.

I didn't realize that two of the power-ups were just buffs, I was wondering what button I pressed to get fire bombs and lightning bombs. Controls were a little odd since its is only cardinal directional motion, thought that could be an attempt to mimic older system controls. Enemy bombs sometimes don't go off and there is no way to know if a bomb will or will not detonate. A visual indicator of when a bomb is about to burst would be a nice touch since pushing enemies into the blast radius is a rather effective strategy (and also would help me to avoid bombs.

I think it would be much more satisfying if the enemies couldn't walk over the bombs.

I think the boom has a slightly delay and sometimes it causes an unexpected death.

I couldnt find one

What did this game do well?

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Movement is fun and although its not instant, it still feels responsive. The arrow adds to the game as well, and is a smart way to indicate speed and direction.

I liked this game! The sprite had fun animations and it was really satisfying to combo several good jumps in a row and really start going fast. I definitely spent a while trying to a get a perfect run without slowing down.

The acceleration mechanic was certainly fun, and the flag under the player to denote the current speed was a nice touch as well. I thought the spikes, which usually represent 'death' in platforming games, representing 'slowing down' in this one fit pretty well. Since in platformers, spikes are associated with bad things, the worst thing in a game where you must go fast is getting slowed down.

The graphics and the background music are really cool! I like how it increases the tention for the game. Also, I like how this game intergrate the idea of jumping with passing over the levels, sort of like Getting Over It. It offers different paths for the players to choose, instead of making the path linear.

This is a game that speed runners would get addicted to. The level design is very good and it is quite difficult to make it to the finish without messing up somewhere. The mechanics make you want to keep momentum but you need to be pixel perfect or else you lose all speed. The game mechanics and level design work together very well to make the game feel challenging.

I liked the mechanic of jump distance and think it added a good amount of strategy to the game.

The acceleration is a really nice touch that makes the gameplay feel that much more satisfying!

While it is very simple, I enjoyed the choice of tileset for the scene as well as the obstacles. I also enjoyed the main characters sprite.

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What could this game have done better?

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The theme is all over the place with this game. The music, player character, and setting are all different from each other, and do not work well together. Getting back up from falling is also not that fun.

I think the level design of this game could've used more polish. Without being a very skilled player, I found it very difficult to combo more than 2 fast jumps without getting slowed down or blocked on some weird level geometry. The end section with the wall directly slowing you down felt antithetical to the idea of the game, and if you missed the final 3 jumps, the section to get back up to the top was unnecessarily difficult.

The movement, while it was fun to go fast, sometimes felt frustrating and/or a little sticky when you were moving normally. It felt like the game was telling me I _had_ to go fast, but the level made it so that wasn't possible. Overall this was a fun little platformer!

The spike has no collision with the player, which is a little weird. Also, the movement of the player is a little sticky. The character will slide a bit after the player released a key.

I think the jumping could be made less frustrating because it often felt like I pressed jump but the character didn't jump. I think using game feel mechanics such as coyote time or jump buffering would make these issues go away and make the jump feel satisfying.

Changing directions felt a bit slow due to the speed mechanic.

Adding a reset button would be great for quick restarts!

I thought that this game was implemented very well. One thing I thought was out of place with the player trail. The red polygon was a little bit off putting. I also think the audio could have been mixed to a more appropriate level. I also found a bug where you get stuck behind a spike. I am not sure if that was intended. I also think the timer did not provide meaningful information. These are all small critiques. Great job overall.

What did this game do well?

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I like how strategy is designed to the game and how the skill depth in implemented

This simple looking game is a solid strategy game that has an interesting gameplay loop. There is depth to your choices and the wrong one will matter, but it may take numerous turns until you feel the consequences.

This game is a lot of fun, and requires a lot of strategy and thought! The idea of cooldowns, having different types of attacks, and different types of triangle enemies really makes me as a player try and formulate the future state of the game in my head as I'm playing.

Sometimes doing the tradeoff of making your attack hit the optimal amount of targets while letting a closer enemy get even closer is a cool mechanic that allows for a lot of depth. I also liked how the stronger attacks had longer cooldowns. It makes the game cycle patterns engaging and not fully known to me. I also like the trade-off of using a suboptimal move to save a strong move for a more important situation.

The music was fun and the simple graphics were easy to learn and quickly understand. There was no friction between me starting the game and being able to play at a reasonable level.

The concepts are very nice! It is giving me a Plants vs. Zombies vibe while playing it.

This was a very interesting strategy game that was easy to pickup.

It's a fun game that it ultimately decided by how well you use each move and you have to take into account each move's cooldowns, which is good for depth.

Similar to the comments we made in class, I thought that the level of complexity added into this game was incredible given the project constraints/limited functionality. This just goes to show how you do not need complex assets and scenes to create a stimulating mind game. I also am a huge music person, and really appreciated the selection for this game.

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What could this game have done better?

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I think there can be more game feel added to the game

Perhaps balanced enemies would have been better. As it is now, there is one strong enemy and one weak one that spawns at random.

While I think this game actually excels at game depth (and would excel even more with more triangle types), I think it's lacking a bit in terms of game feel. The simple UI and blurry attack button could have been improved to be more understandable by the player. I think the game board and triangles were good and easy to understand, but it took me a minute to understand the UI and what each attack did.

I understand that it is for the prototype, but this game will be better if there are some visual effects added.

I think the difficulty could have increased faster.

Maybe add a hotkey for attacking, like spacebar.

My only comment is that there could have been better UI, specifically with the attack button as well as the status indicators.

What did this game do well?

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I like the visual style of the game and how the turn-based mechanics feels right.

This game's unique mechanic of picking up enemy abilities reminds me of various Japanese comics (manga) featuring abilities like this. The concept is unique, and executed very well in this concept as the central mechanic of a turn-based RPG puzzle game.

It was truly amazing to have this kind of puzzle game. Never think of that when it comes to Skills up game. Great choices~

This game was a unique strategy game that allowed the player to predict enemy movements, making it very interesting.

It's a fun strategy game that involves making strong decisions to win the game. The game tests the player with AI for each enemy and the power ups add diversity.

I played it in class. It's smart, it does a lot with a little, and it looks good. Closest thing to a genuinely formed game so far in class IMO. The idea is good, it works well, and it's fun to be a blue mage type character.

I thought that the game feel of this game was underrated. I loved the idling animations as well as the movements. Additionally, the board is not overly complex, allowing the user to get the hang of it quicky. I loved how the grid size constrained the paths of the characters to induce battles.

The game really did a great job for requiring the players to apply strategy on their gameplays.

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What could this game have done better?

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Maybe the UI can be done more fit into the theme.

The turn order lock was a bit flawed, as the player could spam moves. It was also difficult to reach the ranged enemies without them firing on you at least once. For the ranged enemies to work, there must either be a change in their AI or ability to allow for the player to approach without being punished.

The UI can have a little bit improvement, since the first time player may not figure out how to play, like what is the clock means, and how to select move or attack.

I think the game itself was very well made but the controls could have been a little more straightforward.

The controls feel a little wonky.

I had a hard time telling the difference between the base goblin and the hook goblin visually. I think this game will have an inflection point when you build it out where you need to choose between fully puzzle levels or just strategic combat

I did at first think that the game mechanics/controls were a little bit confusing. Also, one of my only other initial critiques is that the UI for actions was a little less intuitive than the board itself.

Can add more constraints for the player or more skills for the monsters since the current game can be speedrun somehow

What did this game do well?

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I played mindmaster previously, and it definitely makes me feel very nostalgic playing this. I also liked the minimalist yet pretty straightforward colors and visuals.

The game is simple in its execution and follows through with the idea that game depth can come from the process of logical thinking. The base core loop encourages players to think deeply about what the correct colors are. However, players must sacrifice turns to determine what the correct colors ought to be. This kind of gameplay loop is a very effective incentive for players that want to guess the correct colors in the least amount of turns as possible. A simple but challenging game overall.

I like the idea of the game, the variants in choosing diferent difficulties are very interesting

I liked the strategy part of it, because it really had me thinking about what was right and what was wrong. It felt like wordle or another minigame I have seen made in minecraft where you try to match the correct colored blocks. The aspect of being unable to know which colors were right made it very challenging.

This game is a good puzzle game and reflects the original Master Mind well.

I think that the game puzzle game concept is quite interesting. There is a similar game I used to play when I was bored waiting on an airplane or train, and I didn't think of making it into a game, which is quite impressive.

It is a challenging game and the player is forced to get better to do well in the game.

It's a good implementation of a pretty fun game. It works. I like clicking on circles. The degree of options included here is very impressive

The game is easy to begin with, especially for those who already know the rules. I like the way that it allows player to customize the difficulty.

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What could this game have done better?

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I think it may be harder for someone that has not played the game before to understand the rules/the meanings behind the colors of the circles.

The tiny, yellow text on red background on high-resolution screens is really hard to read and sometimes causes eye stress. To avoid this issue try to adopt subdued primary colors (colors that take up the majority of the screen) and bright accent colors. It's somewhat hard to tell if there's any distinction between the different game modes - there doesn't feel like there's a substantive difference between the 'Chill' mode and the 'Speed' mode and such. Outside of these two primary issues though, the game is overall a good prototype with potential.

The game feel is kind of missing in the game that I wish there is some effect when the guess is correct/wrong.

The game was very confusing at first, and I didn't really know what was going on. Maybe show the instructions at the start of the game or have some sort of option to see them while playing. Also it felt a little odd choosing the settings for myself, I like the idea, but I think it would be more fun to make levels out of changing the settings as it slowly get more and more difficult.

This game reminds me of Wordle or similar games, where a player is asked to guess a pattern and told when guesses are qualitatively correct or in the right position. The issue is, in most modern versions of these games, the scope is limited to a certain topic. For example, for Wordle, the patterns are limited to only real English words. This fundamentally helps the player narrow down their guesses without other rules in play.

Currently, this game is solvable. For any x colors and y slots, the game can be solvable in at most x+y+1 guesses. This is a rough estimate. The strategy is to make one guess of every slot filled with one color, for x guesses, which will reveal which colors are in the final pattern. Then, spend at most y+1 guesses reordering the colors. This game will only be interesting if the maximum amount of guesses is less than x+y+1, and the patterns allowed follow some constraint.

Maybe making the UI more visually understandable, and sometime the instruction maybe too complicated to understand if there is only words presented.

Some music would be nice. The instructions are too long and we know real gamers don't read instructions.

explain itself. Add some visual demonstration of the mechanics or at least make the written tutorial a bit larger

Clearer ui design and also clearer tutorial might help.

What did this game do well?

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I really liked the kiting mechanics as well as the animations of the game. It was really fun to just increase the attack range as much as possible.

The art style and soundtrack give the game a lot of character and is immersive. The game does a good job of trying to force the character to adopt a strategy of moving and attacking simultaneously. However, the randomized buffs you can get per level can also open new strategies. For example, if you get enough range and speed upgrades, you can effectively adopt a standing strategy where you just click as fast as you can around the player while remaining stationary. I think this is a very unique aspect of this game that echoes its main inspiration, Vampire Survivors, very well.

I liked just running around and killing Goblins in the game the look was very nice, and I really like the start button being integrated into the floor. The upgrade system was nice to be able to upgrade a bunch of different aspects of the player.

This game captured the basics of a roguelite/survivor game very well.

Exactly the kind of game I like, has the structure and visuals of a great survival like game. The leveling of player is very fast and enemy difficulty don't really fall off as the player gets stronger.

Levelling up is cool and I don't think we've seen that yet in class. Gameplay is simple but fun, ie the basis of the Vampire Survivor genre, and I'm impressed you got a selection system for traits going.

The game feel is really good, and the ui is pretty clear.

The roguelike idea that we can choose stats to upgrade is cool.

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What could this game have done better?

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maybe a few more visual effects could be added, but overall good game!

It wasn't immediately obvious that you had to aim with the mouse, though that could have been just the result of me not reading the instructions in the game's description. While it isn't necessary, I think adding some variety in the enemies could also introduce interesting scenarios - think how Vampire Survivors forces the player to constantly adjust their strategy upon seeing new enemy types appearing. I somewhat agree with the TAs comments during the presentation - sometimes the buffs don't exclude each other enough and some buffs are clearly better than others (I'd rather take the 'all stats up' over anything else, just on face value at least).

I feel like there was a lack of depth in fighting the enemies. After a certain point it just became a mindless clicker, because I was too strong for the goblins. So maybe different types of enemies with different types of attacks, so the player has to think more about the incoming attacks to dodge.

For a prototype, this game is very well done in terms of fundamentals. To show more depth, this game could include unique or mutually exclusion upgrade paths and special enemy patterns with unique AI (bosses or other enemy variations).

More unique upgrades can be offers, such as tiered upgrades, for example range up can slowly turn into more swords etc.

There's not much meaning to the buff choice because there's no opportunity cost of going a certain bonus path and there's no traits or combos that effect gameplay you might build into

Maybe consider more on the difficulty building since the current version becomes easier as the game progress. Also, the map can have more obstacles or other stuffs.

The animation feedback is a little bit weird, as it doesnt match the actual attack range and directions.

What did this game do well?

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I really liked the bgm as well as the overall graphics of the game. It really fits a specific vibe that definitely ropes in particular audience. Overall really fun game!

There is clearly a lot of effort to give the game some character - the unique title, the art style, soundtrack, and the storyline of the demon needing to collect essence to survive. It reminds me of older SNES games like Earthbound and of recent ones like Undertale and Deltarune. An interesting spin on the gameplay is the way that the narrative encourages players to actively fight enemies rather than just avoid them. This tells me that the team dedicated their efforts into reducing narrative dissonance, which is a kind of 'depth' less focused on gameplay but more on storytelling. More on gameplay depth, the combination of two attack options, one of which allows the player to attack to the side (holding down the RMB) gives a lot of flexibility on where to place the player avatar. The two enemy types force the player to adopt different strategies - the player can afford to approach sword-launching enemies because of their restricted attack (simply shooting down), but players must pull back and estimate when and how the angel-like enemies will shoot their lasers. The fact that health is tied to both time and taking damage adds a nuance to the gameplay loop that forces the player to consider aggressive strategies where it may be difficult to.

The game had a very nice look to it and the mechanics for the game felt good. I liked that the attacks were synced with the music, and fighting the AI felt very fair and fun.

Great combination of music and bullet hell, using slowing diminishing health to force the player to destroy enemies instead of avoiding them.

I really love the theme and the integration of music into the game. It was challenging at first but I could get better by playing it more and could understand enemy attack patters, encouraging skill depth.

It has multiple ways to attack the enemies depend on their behavior

The art and background of the game is impressive. A well designed pixel art game. The gameplay is smooth and satisfying.

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What could this game have done better?

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I would have liked the hearts to decrease at a slower rate, or if not at all.

The angel laser attack occurs too immediately and is almost impossible to dodge unless you know beforehand at what stage of the attack cycle the enemy is on. Combined with groups of angels firing their lasers, the play area quickly becomes chaotic and almost impossible to optimize for - the player is guaranteed to take damage, which can be frustrating. An indicator of where the lasers would attack before they fire would be much appreciated and gives players time to dodge. The bounding box collision that detects if the player picks up the heart pickup is too strict - you have to be completely on top of the heart for the game to recognize that the player wants to pick up the heart; increasing the bounding boxes of either the heart of the player would be appreciated.

I had a problem just starting the game, sometimes it wouldn't start and would scroll the page when I pressed space. Also it feels very confusing when the enemies flash when they get hit, because it looks like they die but come back, and it's very difficult to tell when you have defeated the enemy. The melee attack maybe should have some sort of use to it, because I feel like I am only shooting most of the time.

The laser enemies are very difficult to dodge, especially when the numbers start to add up, maybe reduce bullet speed for these.

I felt losing health to the game beats a bit too challenging, one has to be quite perfect. Felt like the melee attack didn't work sometimes, and the enemies flashing on hit was a bit confusing. But an enjoyable game nevertheless.

the laser shoots very quick and sometimes this kind of enemy appears much and really hard to react and dodge.

If there is more feedback, like visual effects when hitting the enmies, it would be better

What did this game do well?

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The sound effect and background music are very satisfying. And the smiling face make people comfortable as well.

The objects and effects are simple but very beautiful. With the smooth music, it brings a nice experience.

A good showcase of the different game feel mechanics. In particular, I think the bounce effect and the sound effects are very satisfying. Turning on the ease movement effect also makes the movement of the block look more natural. The impact particles and the screen shake make you feel the impact of the block. Good demonstration of how implementing game feel techniques to inanimate objects in a game can make the game more immersive.

Very soothing background music, and a lot of toggle options for unique and interesting game effects. These effects works with each other very well that created a very realistic experience.

The effects work as expected and their detail is a nice touch. Visually, the game provides sufficient effects (screen shake, bouncing) to believe that the ice is hitting the walls hard.

Very calming and satisfying, the sound effects and vibration are pleasing and aid in game immersion!

I like the particles and the fire effects

I think its funny that its so happy and its on fire. I like how game adds a lot of different game feel elements.

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What could this game have done better?

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Maybe adjust the collision sound a little bit to make it more fit

The ice could have more ways of movements. And when it moves with fire on, the trail of fire and smoke might not make sence. It should be a upward parabola.

I think the trail effects didn't look right when the block was moving. They look good while the block is stationary, but as soon as the block starts moving, there are weird artifacts and the particles seem to only emit after a set interval creating this patchy trail effect.

Not much of a game, more like a sandbox, more gameplay elements can be added for more intractability instead of just holding left and right button.

The overall gameplay loop of an ice block moving left and right feels insufficient for a game concept. The juxtaposition of an ice block on fire is either ironic or awkward, depending on how you take it. The sound effects do not match the feeling of the ice hitting the walls hard when all the effects are activated.

Adding up and down movement would be nice! And sometimes the block glitches through past the walls. I also wish there was more variety in movement & collision effects.

The shaken is a little bit too strong.

I would say add more playbility as well as game feel elements that matches the theme of the actual game.

What did this game do well?

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This game was awesome, and probably my favorite thus far in our class. I am passionate about audio design, and I loved how this game went in a different direction that most others by utilizing the audio effects. I thought that this group did a fantastic job of really focusing on the game feel rather than game functionality. My main criteria for judging a game on its game feel is the emotion which it evokes from players, and I loved how I got nervous during the demo.

It's very well done. The effects had great influence on the level of terror, and the random generation of the map makes people don't easily get bored.

The sound effects are just perfect. The sounds of the floor, steps, and breathing really create a tense feeling. All the effects toggles are separated clearly in the option tab.

Amazing game. All of the effects combined really make you feel anxious and scared. The lighting effects along with the fog makes the visibility very limited and are done very well. The dust particles also add to the games eerie vibe of an abandoned hospital. But the sound design is where this game truly shines. The ambient music, the footsteps, the increasing heartbeat sound, and the sound effects being played near the player to spook them (like the sound of someone inside a door) make this game a terrifying experience to play. Well done.

Very good horror ambience and sound effects! It's so cool that it's randomly generated!

I think horror game is really a good genre for the game feel, and they design it so well.

It really captures the game feel theme as when I was up demoing i was terrified. The sound design, light design, scene design, map design were all done beautifully

The horror aspects were implemented perfectly. The sound effects and the flashlights add to the scariness. Toggles were working as expected

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What could this game have done better?

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I would have loved to see that jump scare! Like we discussed in class also, I thought that the game could have generated a map in a way to have a shorter exit path. However, of course having the random grid is great for a real game, and the fact that it would take a while to escape may be a great thing to have. The only other possible critique I could add would be to have more random items in the scene, but take this with a grain of salt, as I thought the game was fantastic overall.

I hope to have some jump scare.

This work is so perfect, the only thing I can say is the volume bar might be opposite than those we normally have.

I think the level design could have been better. I never knew where to go and it always seemed like I was walking in circles even with the props. I played this game for a good while but I couldn't find the exit.

The flashlight is a little bright, making the reflection on the tiles a little strong. Also, adding some sort of punishment for staying in the dark too long would be great!

The clue of the whole game is hard to find, and it is difficulty to find the way out. Some items are ramdomized and no meaning, but overall it works for the game feel.

Honestly maybe make it so there are some indicators to find the ladder and some sort of enemy? But overall there is not many things to improve from this in my opinion.

Frame rate drops are seen sporadically.

What did this game do well?

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As someone who is just beginning in game development, I appreciated the attempted complexity of the game. The endless tunnel with randomly generated objects approaching was a solid foundational idea. I also did like how the mouse controlled the camera movement, as well as how the user could toggle between object types (shapes vs. fruits).

I like how the attacking feels and the tracing effect of the hammer. The broken glass looks great as well.

Really love the sound effect, it clearly conveys the idea that those objects are glasses

Fun game that feels like a mix of smash hit and fruit ninja. Once you get the hang of the movement, it is pretty fun to play. The sound effects and breaking effect are great at making the game more immersive and the game feels empty without them. The red filter effect and the screen shake (albeit a lot) also makes you feel the impact of the things falling on you. All in all, a solid demonstration for the different game feel effects.

I love its sound effect and the trail, and how to interact.

I think its a cool design with great effects and playbility

Every toggle works as expected. The sound effects match the vibe. The game feel elements added makes the game more interesting. Switching from glass to fruit and the associated sound changes were also good

Smash'n'slice was a game with easy rules to understand and had many ways to customize your experience. I especially like that you can change the theme of the game. I wish the color or texture of the background would change with it.

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What could this game have done better?

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While I did think that the mouse controlled camera was a good idea, I did find it to be a little difficult to control. Perhaps some slight adjustment with the camera movement delay or easing in and out of the camera movement would provide a more intuitive control. Additionally, I would have loved to see a smoother or different texture on the tunnel altogether. I think it was mentioned in class that the game was a motion sickness tunnel, and I don't necessarily disagree with that.

The camera view of the game is a little strange to me and aimming can be a little difficult.

The camera movements is a little bit strange and might cause confusion when trying to hit the targets. Making it fixed or at least not rotating with the players' movements might help.

This game really is a motion sickness simulator. I couldn't play this game for more than a minute without feeling queasy. Other than that, when I started to play, it felt frustrating because the hammer wouldn't go where my cursor was pointing towards. It took me a while to realize that i needed to move my mouse left and right instead of up and down to make the hammer follow the correct path.

The view is a little weird and make me dizzy.

This is a nausea simulator with how the walls move please fix );

The mouse movement is a bit tricky, the mechanics could have been more smooth.

I was nauseous when playing the game, so maybe sprites or movement couldve been better.

What did this game do well?

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I thought that this toy was executed very well. I thought that the choice of the background image was fantastic, and added dimension to an otherwise two dimensional scene. This definitely contributed positively to the ambiance of the game. Additionally, the petal animation connected the 2D and 3D worlds, which I thought was central in making the user experience more immersive. I personally also loved the idea of two 'immortal' characters just fighting and moving around. Lastly, the game feel toggle overlay with the semi opaque box was a great touch and was intuitive.

The animations were all really cute, and I liked the whole idea of it as some free hitting sandbox. Nice work!

I like how the particle effect of the falling leaves match the background and the background music sounds good as well. The effect of geting damaged is also great.

Very nice aesthetics. It is fun to just kind of jump around and slide even if everything is a little bit janky.

The background picture and music combine and fit well to create the general atmosphere.

The game has a very good aesthetic vibe. Toggles were working as expected. The animations and actions were good

The design is compelling. Visual, I mean. I care about these non-characters just because of how they look and act, which is a powerful tool in itself.

PENGIN was very charming with its sprites and music, and its lack of stakes add to the fun of the game instead of taking away. I found the game fun to experiment with, and the flying is hilarious.

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What could this game have done better?

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My only critique for this toy was that there could have been a little bit better choice in player sprites. I would have loved to see a more realistic play character rather than the penguin that blended into the background. However, you could argue that this was satirical, which I would understand.

Some glitches as when the penguin dies + jumping up animation could be better reworked

Moving left can make the player lean and it cannot recover to normal and there is a latency in the sound of attacking.

Hit boxes are odd and the animations kind of buffer in a weird way when buttons are smashed. The hurtboxes on the knight and PENGIN may be too large since you can get hit even if it doesn't look like contact was made. Generally, games should be more forgiving not less forgiving. The blood effect is comically severe and are rather distracting when I just want to fly around like a good penguin.

The characters have totally different style with the background which might be a little bit unfit, also there are some glitches when jumping and moving around.

Sometimes the character falls over and doesn't stand back up

1. It doesn't work on my laptop

2. The controls are kinda clunky in my opinion

3. not entirely clear what I'm doing on game start. I had to reread the description and watch the presentation to get it

This game couldve made the knight more interactive with. As it is now, there is a lack of reaction when it comes to what the knight can do to respond to your actions. A hurt animation where the knight gets stunned or knocked away could be interesting.