Remarkable: Excellent use of sound - the ambient "summer nighttime" audio makes this feel leisurely and calm.
Needs Improvement: The language at the beginning is a little unclear (as some have mentioned). Even something as simple as communicating to the player that they are solving puzzles would help address some of the initial confusion I felt. For instance, I kept losing the first puzzle after just going straight and hitting the third tile and thinking to myself "But I'm doing what the instructions say!"
Successful: Puzzle design that progressively gets more difficult in ways that force the player to adjust their thinking (for the third puzzle, without giving away any spoilers, in particular).
General: Definite The Witness vibes from this one. From an architecture standpoint, it might be helpful to have a "Puzzle" or "PuzzleManager" class that stores information about any given Puzzle. Some of your code comments suggest that you think there might be a better way to store and manage everything, and something like this might help. One thing I noticed is that to check correctness, you're comparing GameObjects to Bools, and then need to go through `for` loops to check every individual element of the puzzle. What if, instead, a PuzzleManager script had two arrays of bools, the correct and the current, and each Tile could talk to the PuzzleManager to flip the proper bool. Then, checking the solution becomes as simple as checking two arrays for equality. Just a thought.
This game looks and sounds really good. I really like the setting and general ambiance, and the lighting is good. The sounds get the point across without being annoying. If I were to add anything, feel like the objective could've been a little bit clearer from the start (it didn't take me too long to figure out, just, more than no time at all). I thought the tank controls were interesting, and took a little getting used to, but they were alright once you got used to them. I noticed that W and S move your view up and down, but I found this to be almost unnecessary though, I thought you could see everything pretty clearly just from the default position. Overall, the game looks nice, and has a lot of polish. It was fun and I liked it a lot.
The first thing that stuck out to me was definitely the lighting, which works wonders for your game. Stepping on the pads felt way better because of the intense glow they had, not to mention the streetlights' ambiance. It's a fairly simple concept executed well. One thing I had a little trouble with was pressing the button while constantly moving, though that may have been a design choice. I'd play this a little more if it were fleshed out. Overall, fun game.
first things first, I love the way your level looks. Also, thanks for teaching me how to do the emission lights so I could steal that for my game. I I like the nightime environment and atmosphere of your game I think its very memorable. I love the audio. I like the idea behind your puzzle. It creates a unique challenge. I respectfully disagree with Mason saying you should give the player the ability to stop. I like the restriction. I do agree that the hidden solution could be a bit more prominent. I think you succeeded in creating a unique puzzle game that goes along with the prompt.
One thing that was very memorable about this game was how in order to progress to the next section of the game, you had to step on every single pad. In regards to improvements, I think there should be a way of stopping the player from moving in order for them to better plan out which pads they want to step on. I also think that the hidden solutions to the puzzles should either be more prominent or removed. This point goes back to the idea of allowing the player to stop moving. One successful aspect of the game is how it takes a simple concept of getting from Point A to Point B and provides a unique challenge in accomplishing this goal. Overall, the game is very solid, but with some minor adjustments, it could be even better.
Comments
Remarkable: Excellent use of sound - the ambient "summer nighttime" audio makes this feel leisurely and calm.
Needs Improvement: The language at the beginning is a little unclear (as some have mentioned). Even something as simple as communicating to the player that they are solving puzzles would help address some of the initial confusion I felt. For instance, I kept losing the first puzzle after just going straight and hitting the third tile and thinking to myself "But I'm doing what the instructions say!"
Successful: Puzzle design that progressively gets more difficult in ways that force the player to adjust their thinking (for the third puzzle, without giving away any spoilers, in particular).
General: Definite The Witness vibes from this one. From an architecture standpoint, it might be helpful to have a "Puzzle" or "PuzzleManager" class that stores information about any given Puzzle. Some of your code comments suggest that you think there might be a better way to store and manage everything, and something like this might help. One thing I noticed is that to check correctness, you're comparing GameObjects to Bools, and then need to go through `for` loops to check every individual element of the puzzle. What if, instead, a PuzzleManager script had two arrays of bools, the correct and the current, and each Tile could talk to the PuzzleManager to flip the proper bool. Then, checking the solution becomes as simple as checking two arrays for equality. Just a thought.
This game looks and sounds really good. I really like the setting and general ambiance, and the lighting is good. The sounds get the point across without being annoying. If I were to add anything, feel like the objective could've been a little bit clearer from the start (it didn't take me too long to figure out, just, more than no time at all). I thought the tank controls were interesting, and took a little getting used to, but they were alright once you got used to them. I noticed that W and S move your view up and down, but I found this to be almost unnecessary though, I thought you could see everything pretty clearly just from the default position. Overall, the game looks nice, and has a lot of polish. It was fun and I liked it a lot.
The first thing that stuck out to me was definitely the lighting, which works wonders for your game. Stepping on the pads felt way better because of the intense glow they had, not to mention the streetlights' ambiance. It's a fairly simple concept executed well. One thing I had a little trouble with was pressing the button while constantly moving, though that may have been a design choice. I'd play this a little more if it were fleshed out. Overall, fun game.
first things first, I love the way your level looks. Also, thanks for teaching me how to do the emission lights so I could steal that for my game. I I like the nightime environment and atmosphere of your game I think its very memorable. I love the audio. I like the idea behind your puzzle. It creates a unique challenge. I respectfully disagree with Mason saying you should give the player the ability to stop. I like the restriction. I do agree that the hidden solution could be a bit more prominent. I think you succeeded in creating a unique puzzle game that goes along with the prompt.
One thing that was very memorable about this game was how in order to progress to the next section of the game, you had to step on every single pad. In regards to improvements, I think there should be a way of stopping the player from moving in order for them to better plan out which pads they want to step on. I also think that the hidden solutions to the puzzles should either be more prominent or removed. This point goes back to the idea of allowing the player to stop moving. One successful aspect of the game is how it takes a simple concept of getting from Point A to Point B and provides a unique challenge in accomplishing this goal. Overall, the game is very solid, but with some minor adjustments, it could be even better.