Hmm, there's not much I can say. The game is excessively abstract and doesn't make any sense. Also, being a point-and-click game, you should pay very close attention to the user interface (UX/UI), which is quite poor. The audio is interesting, but little else. If you have a story to tell, carefully consider the details necessary to tell it; it's not just the content, but how you present it to the player.
Roldan
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Very funny experience, LOL. I hate when you're left to your own devices to figure things out, so I really needed the manual, haha. But giving feedback, I love the experience you shared. I would just tweak the timings a bit more (between each death, cutscene, and replay; I feel like a lot of time is lost instead of making you want to discover it, quite the opposite). That's about it. It would be amazing to see this kind of mechanic in other vehicles (trains, planes, etc.). Great job! :)
I really liked it; you created a good number of levels and variations. I'd never tried anything like it before, so I wouldn't know much to tell you. But personally, it bothers me that my ear isn't trained enough to differentiate several of the instruments when they're combined, haha. But it was fun.
I gave it another try! (I saw the checkbox, but I couldn't find it; it was pretty well hidden, haha.) But the upgrades are still incredibly slow. The cheapest one costs 80 credits, and it's taking me forever to dig just to get one at a time. I feel like a better balance of some of the speeds or purchase factors would help. I do like the interface, though.
I loved your idea. Honestly, it's one of the most narratively complete games in the jam. You have an interesting story to delve into. But I feel like your gameplay isn't quite up to par. Your level design is pretty good in terms of bosses, enemy variety, zones, etc. You did a great job with that aspect, but you're neglecting the protagonist. I understand you wanted to take inspiration from Hollow Knight, but pay attention to the combat details (knockback, hitbox, powers, etc.) and I'd suggest you rethink your HUD. You have a lot of potential here, make the most of it! :D
Nice setting and good level design. I like the effort you put into the costume variations, and it's quite interesting how, instead of creating new levels, it's the same level but the way you complete it varies depending on the costume you have. I couldn't say if that works well or badly with your idea, but it's an interesting touch.
I loved it. Great bullet hell game you made. I liked this short but justifiable story, like all arcade games of this type. Well done (I'd appreciate it if you could spoil the ending for me because I don't know if the final boss is invincible due to a bug or if I should wait until after he explodes; please, I won't sleep soundly without knowing).
Bro, I LOVED the drum mechanics. They're the newest I've seen so far. You only have one drawback, and that's exactly it. Your description isn't very descriptive either, LOL. I did my best (and I guess I did well because I got to Top 1 and Top 2, hehe), but honestly, it was pure intuition, because it's not clear exactly when you're doing it right and when you're not. If you can clarify that for the player, you have a world of possibilities with the drums! Well done ;)
A very nice way to handle the theme. I have practically no complaints. However, I would have liked it if, to give the machines more "difference" (instead of just the dialogue and the changing little image that drains your health), there was a different minigame, or at least a variation of the same minigame. The concept is there and it's good, it just needs a little more variety to make it amazing <3
Your Subway Surfers is cool, LOL. Seriously though, great concept you came up with. However, the gameplay needs some polishing (it's quite slow for a runner) and the robots you kill should have a more specific purpose (I'd say they should give you more coins because there are very few throughout the game). If it helps, Spiderman Unlimited is very similar; you can get some ideas from there. Nice job :)
I loved the "tower defense" concept, its simplicity, and the player's need to align the pieces. If I had to suggest something, I'd say increase the time between enemy waves so the player can collect more gold and rearrange pieces. Aside from that, you have plenty of material to create hundreds of levels.
You made a really good demo of this arcade game. Seriously. The boss design seems quite well balanced, as do the upgrades you get after defeating each one. I would have liked something more meaningful for the player (a mission or some explanation) along with some sound effects. But that's about it, great job :)
You have a lot of talent, which is incredible for a game jam. But in this type of game, with so many variables to consider, you can't just assume players will figure out what to do and how to do it. It's a niche field, so experienced players will know what to do, but you lose the opportunity for new people to get involved.
Dude, you really nailed it. It's classic, but you did a great job. The difference in weapons, enemies, even a boss and an endless mode with upgrades is fantastic. The only thing I'd say you missed is the theme. Where does the Machine fit in? The weapons? The cubes? I'm not saying it looks bad, but I think you could have focused it more.
The best example of a game I can give you (and one of the main ones in the category) is Cookie Clicker. The main mechanic is clicking, however, the entire environment is constantly changing as you progress (designs, music, ways to advance, aesthetics, etc.). Because the game won't rely solely on gameplay; it depends on everything else. It's up to you how you implement it in your game. But you have plenty to work with (junk, car parts, and races). I hope this helps :)
In a game with so many variables, how you present them to the player is crucial. Frankly, it's very unintuitive to know which pieces do what. And the battles... if the point is simply to watch them. There's not much to see besides the numbers being counted. The music is perfect for what you're trying to convey, but the UX/UI aspect is sorely lacking.
Your "Bad Piggies" arcade machine is hilarious! Seriously, great design. I'd say that, given the variety of levels, just like other games of this type, you don't give "all" the existing parts from the first level, but rather the most basic ones and gradually expand the list according to the level (otherwise, there would be no difference between using one block or another).


