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What did this game do well?

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I really like the IU and how each levels' layout is different from the previous. I like how the mushroom moves after a certain number of levels. The music fits and is calming as well.

very cute and nicely decorated controls are simple.

I think this is a good sandbox and the fact that the level generation will go on for so long proves that it is in fact pcg, with a few more mechanics this could be an entire game.

It looks decent and cohesive, and there is procedural generation.

This game has a really charming art style, and I think the levels that are generated all feel like they could be little untamed gardens.

The content generation of the game is nicely applied to create new map layout at each level. The character and enemy movement is smooth. The gameplay and control of the game is easy to learn and play. Sometimes it is a bit challenge to detect the enemy and the stairs to go to the next level which in a way is the game puzzle.

I like the overall theme and game plot.

I like the choice of art style and the asset.

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What could this game have done better?

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Maybe increase the speed of the mushroom as the level increase as well. It seems kind of repetitive and has the same amount of difficulty throughout all levels. Maybe add in a timer or some other factors that the player can interact with.

implement something that increases the difficulty as the levels increased

It could use some feedback on whether I'm actually hitting the mushroom or not (seems like punching sound happens regardless of if you're making contact or not) because sometimes I can't tell if the stairs aren't coming because I haven't punched enough or if I'm not in the right position for my punches to count.

I do wish there was some sort of additional goal in each level or danger for attacking the mushroom but PCG is a big task so I do honestly feel like this is plenty of progress for a week's worth of time.

There is barely any game here, let alone compelling level generation. Overall pretty unpolished as well as I consistently went up by 4 levels instead of 1 whenever I advanced through the stairs (not that it makes a difference). A lack of polish is also apparent as there are random small gaps between tiles that are generated.

Unfortunately, for all its charm, the game does get repetitive very quickly. There doesn't seem to be any failure state, and the way you progress though a level is always the same. Further, differences from one level to the next appear to be purely aesthetic -- they don't change how you approach your objective. I think adding in some consequences to getting hit, multiple enemies, and a more maze-like level generation could really improve things.

The game could have done better with increasing difficulty at each game level such as adding more enemy as well as making the enemy attacks the player. The game can take advantage of the content generation algorithm and feed in different map items to add more various to the game layout.

The plot is good but implementation is lacking as mentioned in class, many ambitious objective is not reached in the game.

To be honest the game is really a bit confusing to play. Maybe one reason is the mechanic is not fully completed, but it would render player in a bizarre states.

Even the level is PCG generated, but it's not perceived different from one to another level. Personally I didn't feel the change in difficulty as level progress other than the increase of number of block.