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(1 edit) (+1)

Music is great, but sfx are a little to loud and starts to bother after some time.

But, let's get to the main subjects:
1) Your artstyle is good, but I think t would shine if you start working with hgher resolutions. You made a lot of assets, but sometimes in gamedev less is more too. I'd recomend you to make less types of similar assets, but making each one more detailed and add more frames to animations.
2) There is a room for improvement about your level design skills. Keys hidden all over the map in tight spaces isn'ta good practice. At least not with this sort of a camera. If I don't know how many keys I need and I don't see all of them, I'm starting to feel a little bit of unfairness. 
3) This point is tied to the last one. You need to work on your enemies. You couldn't make them interesting, so you tried to just add a lot of them. But again, this isn't a good practice. Most of this emenies are quite unfair. Enemies which are following you are cramed in tight spots making it almost imposible to dodge without colliding to another enemy. And the sooting enemy... Well, just make projectiles collide with the walls, because otherwise it feels like damage out of nowhere on th other end of the map.
4) Game is too easy and unbalanced Can rush almost every level with a good RNG. Haven't found any use to space bar ability. Make it kill enemies in a greater radius and it'd be a lot more useful and limited usage will make sense.
5) I recommend you to add tutorials to your games. Just overall.

Didn't get how the less is more in our game.

Don't take this comment to close. It's a good game for a beggineer and I'm not trying to offend you. Just showing examples of areas for you to improve.
Have a nice day! Good game!

Hey, no problem! I always like good feedback and thumbs up, it feels nice. But, negative feedback/spot on areas of opportunity, is better for me, because it gives me insight on how to get better, so I thank you for that.

  • For the SFX - sad to hear that. I thought they sound nice, I will check that out.
  • Absolutely, this is my second-pixel art game, I hope I get better at it.
  • Totally agree, I was thinking of buying a good book for game design. All my levels were made "in a rush", per the time constraints. Didn't think too much about how they were going to be executed, or the UX.
  • Agree as well. I designed 10 enemies on paper, and 7 levels. Ended up with 4 enemies and 5 levels... hahaha. The shooting enemy fix that you mention (to have the bullets hit the walls) fits perfectly. I didn't have time to implement it, though. I had to sacrifice stuff... still, not a valid excuse for me.
  • Didn't think about that! RNG plays a big role here - didn't want that! :( 
  • I hate tutorials, I want to make my games intuitive enough - that means, I didn't do it.

Less is more = enemies respawn twice at the end of the level, making your path more difficult to exit.

Again, thank you very much for your review. This is the kind of reviews I'm looking for, so I'll be better for my third game. 

Have a great day too! 

Sfx might be nice, but consider making it a little quiter or add setting for it. As a gamedeveloper and video editor I can recommend something around -18 db and lower to not steal plfyer's attention.

About a fix for shooting enemies. I'm not working with Unity, but I know that it has good and simple system of collision layers. Just google it and you'll be able to fix this problem in a few minutes.

To make your game intuitive you need a very good idea and whole group of playtesters to setup a feedback loop. And even with all of this, you won't be able to make game intutive if it has some level of complexity.