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Remarkable:

The creativity of the obstacles you put into this arena proved the potential and
proof of concept for a prototype like this. The variety as well as the specification
of which ball hit which object and just how clear the two obstacles in the middle of
the stage was. Well done there.

Improvement:
Areas that needed just a little more work was your level size, your obstacle size and
effect, the enemy ball, and the respawn mechanic. The level seemed cramped with all
the obstacles being the size they were compared to the ball, and at times as I was
wandering around the map under no threat of the opponent felt like there was so little
room for error that it was kinda ridiculous. Scaling it up just a little bit or perhaps
making the obstacles themselves smaller would improve that. The enemy ball didn't move
on its own so I did not have a one versus one battle with the AI, and I wish I knew
how to fix that so I could leave some relevant suggestions but I simply don't know.
I also did not know that the player could restart properly with the letter R,
perhaps look into telling how to do that using the Unity UI elements.


Successful:
What was successful about this game was that it was a proof of concept and has potential
to be a very cool gladiator game. Implementing the improvements I've suggested would
definitely make this more of a prototype than a proof of concept. A part of this that I
did find enjoyable were the array of colors around the arena so your material use was
successful.

General:
I would suggest spending a little more time testing out your game and to put a little
more research into opponent AI outside of class. Prototyping stuff like AI and game
feel is important to consider when implementing an opponent. I did like how the camera followed the player as the ball traversed the arena, so nice work there.