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(+1)

Hi! Nice submission. Here is some comments from me:

Gameplay and mechanics

  • The game concept is nice and the game mechanic is working well. The game has nice difficulty level and I enjoyed trying it a few times with different strategies. To hold attention of the player long time the game would probably need some sort of variance between attempts.
  • Visuals are really nice and work well. But it's not always clear if some objects looks different only to add variance to graphics (more on this later.) Especially I like the front screen and the menus. They look almost professional!
  • The inclusion of the theme felt a bit far fetch. But that's obviously just a personal opinion!
  • Enemies should stop for a while when the player is hit, the player should bounce off or they should gain invulnerability for a second. Currently It's super easy to lose multiple lives in a short time. All the lives can be lost in less than second! This feels unfair to the player and might lead to frustration. Feeling of fairness even in games that are meant to be challenging is important for the players to have fun with a game. Many of the following points also heavily influences the fairness perceived by the player
  • As noted by others, the hitboxes of the enemies (or the player?) seem to be quite large. It does not look like the enemies are really touching the player when player loses health.
  • If mouse leaves the game screen the mouse press stops being registered which leads the character to stop walking. I died multiple times because of this and it did not seem "my fault" which is why I considered it super annoying. I guess one could say that it is part of the challenge to make sure that the cursor keeps inside the game view but especially when moving at the edge of the screen, this is difficult. Maybe you could help the player with this by forcing the cursor to always stay in the game view or having the player continue moving the to last registered cursor point in case of the mouse exits the screen.
  • It was unexpected that the player can enter the forest area. I thought the trees would block movement and determine the area inside which the player can move. Usually in games things should aim to look like what their function in the game is. Because the grass and the trees clearly look like two different things, I expected them also to behave differently. This is not a big problem obviously as I quickly picked up that I in fact can walk into the forest. But you might want to think, was there a specific reason why to have trees there instead of grass if they do not affect gameplay? Additionally, related to the trees I noticed that there is a sound effect playing when I enter the forest. This confused me even further because the sound effect clearly emphasizes entering the forest as something relevant but I did not notice anything change in the gameplay while I was in the forest compared while I was walking on the grass. Did I miss something?
  • It was not clear to me if there was a difference between the small and large eyes or if it was only their size and for adding variance to visuals. Similarly I did not know what was the difference between different colored collectables. At some point I thought blue ones give dash uses but then later it seemed that they did not, so I'm not sure anymore.

Bugs & Minor stuff:

  • I would like the leaderboard to have names so I would know in what place I have ranked. 
  • Bug in Fullscreen: the bottom part of the screen does not fit the view
  • On Instructions page the last sentence is missing a word(?): "You can pause or stop playing by pressing the..."
  • I would change dash to right mouse button instead of Shift. The game is otherwise controlled only by mouse so it feels weird to use just one keyboard button. The whole game could easily be played only with mouse. 

Overall the game was enjoyable to play. The main mechanics of the game were easy to learn (even though with some details I had troubles). It felt that I could proceed further in the game with each attempt which is really good thing and kept me trying to get better scores a while. Good job!

(+1)

Thanks for your nice comment and comprehensive feedbacks!

I will definitely analyze your suggestions as well as bug reports and will improve my game with an update soon! ^^

Hi! I have just updated my game with various enhancements and new features. If you have time, please check it out! Thanks.

(1 edit) (+1)

The new version looks really good. It's clearly an improvement of the previous version. Great!

Of course there is always more stuff to do and so if you still want to continue working with the game, here is some more comments and  suggestions:

Positive:

  • I liked the new rectangular world instead of the original horizontally aligned path. It felt nicer playing in an open area. Although, the game felt also a lot easier and I'm wondering whether more room made that happen.
  • Game exit needing to buttons to be pressed is really good idea. It makes sure one does not do that by accident.
  • It's good that the enemies do not come to the safe area. This is improvement from the last version.
  • I also like that you took into account my suggestion about the controls!
  • I liked the dash ability end was marked with audio cue.
  • In game instructions (tutorial + UI) is very clear
  • Having completion percentage counter helped me to feel I'm making progress and also notice if I have missed something

Unclear:

  • What does the difficulty level mean? Does that affect something in the game or is it just about progress?
  • Does time have an effect to the score? If I collect all the collectables and return to the starting position is that the best result that I can achieve or is there possibility for improving.
  • Do the eye direction have effect on if the enemy spots the character? Looking to different directions seemed to indicate this but playing the game it didn't seem to be the case.

Suggestions for gameplay:

  • All the eyes gather together to follow the player which seems weird. That also makes the game in the end easier as all the enemies will be in the same place. You might want to consider ways to prevent this. This could be for example 1) a more clever AI for the enemies which prevents them getting too close together or 2) having the enemies return to their starting position after some they have moved some maximum distance from there. 
  • Continuing with the subject of the eyes, if you want to add more dynamic feel to the game, the eyes could have some movement patterns even when not following the player. That would make them seem more alive and also make them more dangerous as they might accidently move closer to the player and notice them. The enemies could for example randomly move in some area around their starting position (coolest solution) or they could follow some predetermined route like movement from left to right, up/down or in a square  (easier solution). Of course, if this does not fit your vision of the game, that is fine too but this could be one direction to move the game towards which could add more interesting elements to the game.
  • As I noticed also someone else pointing out the pace of the game is a bit slow. The game could work even better with faster gameplay. That would maybe make it more fun to play and more difficult too. Having the normal speed to be the current dash speed could be a starting point. And remember to also adjust the enemy speed accordingly if you end up trying with different speeds. 

Smaller improvements:

  • Dash ability does not seem very fast. It's difficult to even notice it moving faster. I know it helps with getting enough speed to get off from difficult situations but it does not feel fast. Dashing is cool ability and it should be fun to use! Consider either making it faster or having some visual effect indicating that the player moves fast. 
  • Collision with the enemy + losing health has same audio effect than colliding with trees. These are two clearly different events and should therefore have different sound effects.
  • I did not notice the possibility to change name in start screen the first time playing. Make the option more apparent or even just have the player name field immediately visible and not behind button presses. I definitely do not want to miss the option to display my name on the leaderboard if I do well.
  • Dash sound effect plays even though dashing is not possible. This lead player to think they dashed even though they did not. There should be no sound effect, or even better a separate sound effect which would indicate that the action was not possible
  • I know I said earlier that the different eyes (the big ones) were confusing. But I noticed I'm missing them... They actually added a bit variety to the game enemies. Also, if you would add them back you could also additionally try having them work differently than the other enemies. For example large enemies are slower but follow the player longer time than the small ones.
(+1)

Thank you! You have been helping me so much on improving the game as well as learning new things. I'm really glad you liked the update although it might took a while to work on an update as I'm currently working on another game jam. If you are interested, you can follow me for more updates! ^^

(+1)

You’re welcome! Good luck for the next game jam!