Chris Adam's feedback:
1: Technical excellence goes to Earth-Bound (due to its innovative gameplay conceptualization)
2: Game play enjoyment ironically goes to What Cold Go Wrong ( due to its simplicity and story telling risks and secret humor)
( I say ironically because it’s the weakest game in terms of execution and modeling . However the risks that were taken with the storyline and concept is actually very production worthy in it own right, I would personally invest in further expansion of this idea and a series of these book concepts as long as they continue walking that line between family friendly vs absolutely not for kids) makes me laugh
GAME: EARTH-BOUND
1. Initial Overwhelm & Guidance
○ The game starts with an immediate sense of confusion. While this may be intentional, the lack of initial direction is off-putting. A glowing glyph or a subtle guiding action could help players understand their first move without compromising the mystery.
2. Instant Timer Issues
○ The timer begins immediately, adding pressure without any understanding of objectives. Being judged on speed before knowing the mechanics creates an unfair fail state. Consider allowing players a grace period to learn before the timer activates.
3. Glyph Blocks & Interaction
○ The placement of glyph blocks feels arbitrary. Adding a gamified reason for moving them—such as forming control clusters that affect navigation—would enhance engagement. A compelling narrative could explain that the alien craft adapts to human thought, redesigning the dashboard dynamically based on user input.
4. Earth & Laser Mechanics
○ Seeing Earth while having the ability to fire at it is confusing. This might unintentionally suggest that Earth is a target. It could be more effective to reveal Earth only after movement controls are activated, reinforcing the concept of control before engagement.
5. Overall Concept & Future Potential
○ The game presents a fascinating micro-sandbox experience reminiscent of old-school Nintendo titles. With additional narrative, UX refinements, and expanded gameplay elements like boss battles and collectible power-ups, this could develop into a fully immersive experience. The inclusion of the cow was amusing, and it seems to have a strategic purpose, though this could be clarified further.
6. Loading Screen Clarity
○ The loading screen lacks clear communication about whether players should wait or interact. A simple prompt or visual cue would improve the user experience.
GAME: WHAT COULD GO WRONG
1. Thematic UI Integration
○ The introduction is clear, but the experience would be enhanced by presenting the UI within a book-like frame to emphasize the storytelling aspect.
2. Writing & Engagement
○ The game’s writing is hilarious, creative, and engaging. The humor is a strong selling point.
3. Visual Contrast for Choices
○ Implementing a darker screen or noticeable contrast for bad events would create a stronger visual impact, reinforcing the consequences of choices.
4. Player Identity & Gamification
○ There is a missed opportunity to define the player’s role in the universe. Framing the player as a magical entity who influences fate—with their choices determining whether they become a benevolent ruler or a malevolent overlord—would add depth. The final outcome could reveal the player's identity, giving the game a more personalized and gamified experience.
5. Audio Enhancements
○ The music is fun and engaging. Additional sound effects corresponding to good and bad choices would enhance feedback and immersion.
6. Player Agency & Satisfaction
○ The ability to manipulate the fates of characters is oddly satisfying. The game should lean into this more, providing even greater opportunities for impactful decision-making.
GAME: NAME YOUR KINGDOM
1. Lack of Music & Immersion
○ A medieval-themed game without music significantly diminishes immersion. A fitting soundtrack would improve the experience dramatically.
2. Attribute Mechanics Confusion
○ The attribute system lacks clarity. For instance, messages like “Character gets -1 Strength” are ambiguous—does this indicate a loss or a gain? The UI should make these changes more explicit and intuitive.
3. UI & Information Overload
○ The interface feels cluttered and disorganized, making navigation confusing and disorienting. A clearer structure is needed to help players understand their progression and objectives.
4. Lack of Clear Goals
○ The purpose of buildings and citizen management is unclear. There is no apparent connection between structures and population growth, making the gameplay feel random rather than strategic.
5. Overall Playability
○ There may be excellent mechanics in place, but they are buried beneath poor UI design and unclear communication. Refining these elements could significantly improve accessibility and player retention.
GAME: FINAL CREATION
● Unable to Play
○ The game is PC-only, and I am using a Mac, making it inaccessible for review. If possible, providing a Mac-compatible version would ensure broader playtesting.