pros: the little kasa-obake(?) enemy... i love them. i want to hug them. i want to protect them. i want to adopt them. i am this thing's parent now and no man or god can stop me. if i have to hurt this little guy in the game I Will Cry and that is a Threat and a Promise.
cons: there doesn't seem to be a win condition? you just kinda jump around and vibe? the platforms are also a little hard to distinguish from the background.
bugs: if you keep walking to the right you fall off the map.
When it comes to aesthetic, animation and triggers in collision with other sprites it is really good, when it comes to programming there is not much that is done.
Although graphically you recognise the player taking damage, nothing happens in terms of game mechanics; I would expect some gameplay feedback that you are being damaged, for example a life bar decreases, with an end result of taking too much damage, for example restarting the level or a game over screen.
When you play the 'hit effect' for taking damage, it overrides your animation cycle, so you are 'sliding' when moving. I would expect either a new version of all of your animations in a 'hit' and 'unhit' version so that animations still play after you take damage, or using a different method to show the hit effect - for example, using the Construct 'Flash' behaviour rather than hard coding the animations.
Good job on making all of your own graphics and animating them as well - I know you lost some work, and managed to recover from that. I particularly liked the attention to detail on your hit effect, making it clear when you had taken damage. I think your enemy sprite is slightly 'off' from the aesthetic used in the rest of the levels assets however; either making it a more 'low fidelity' enemy in line with the rest of your aesthetic, or increasing the fidelity of your other sprites and animations would help blend the overall aesthetic together.
Comments
pros: the little kasa-obake(?) enemy... i love them. i want to hug them. i want to protect them. i want to adopt them. i am this thing's parent now and no man or god can stop me. if i have to hurt this little guy in the game I Will Cry and that is a Threat and a Promise.
cons: there doesn't seem to be a win condition? you just kinda jump around and vibe? the platforms are also a little hard to distinguish from the background.
bugs: if you keep walking to the right you fall off the map.
When it comes to aesthetic, animation and triggers in collision with other sprites it is really good, when it comes to programming there is not much that is done.
Purpose of the game unclear, I walked right and fell off the map
the game looks good but im sure what to do its really clear what to do i know im being harsh but some hints would be appreated i give it a 4/10
pros: i like the animations of the player and i like that there's an idle animation. the background is great aswell.
cons: the player takes damage but nothing happens
bugs: when i walked all the way to the right i fell off the playable area
Bug Report: Class B
Although graphically you recognise the player taking damage, nothing happens in terms of game mechanics; I would expect some gameplay feedback that you are being damaged, for example a life bar decreases, with an end result of taking too much damage, for example restarting the level or a game over screen.
Bug Report: Class C
When you play the 'hit effect' for taking damage, it overrides your animation cycle, so you are 'sliding' when moving. I would expect either a new version of all of your animations in a 'hit' and 'unhit' version so that animations still play after you take damage, or using a different method to show the hit effect - for example, using the Construct 'Flash' behaviour rather than hard coding the animations.
Bug Report
I found a bug in which you can walk off the right side of the level and fall off and not being able to return, this is a class A bug
Good job on making all of your own graphics and animating them as well - I know you lost some work, and managed to recover from that. I particularly liked the attention to detail on your hit effect, making it clear when you had taken damage. I think your enemy sprite is slightly 'off' from the aesthetic used in the rest of the levels assets however; either making it a more 'low fidelity' enemy in line with the rest of your aesthetic, or increasing the fidelity of your other sprites and animations would help blend the overall aesthetic together.
I liked the design of the background, however I'm not a fan of what you actually have to do in the game.
Good: I like the pixel art background.
Bad: There is not much direction of what to do in the game.
Bug: It doesn't matter how many times you get hit because there is no win or lose condition. (Class B)
feedback
good: the background looks really nice, love the style of it
bad: not a fan of there being no animations
Bug report:
Not sure if it's intentional but I'm not sure what i'm supposed to do other than dodge the thing on the ground since there's no guide
overall its a decent game visually :)