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(+1)

    PROS:

- Art is cute

- Game has no bugs or unplayable design. (That I know)

- It is clear what is danger and what is reward

- Background parallax is done well

- Voice movement is janky, but it is funny, and made up for by allowing me to turn it off

- Mutiple level backgrounds was cool to switch and fly in.

- Sound fits the game and is unintrusive.

    Cons:

- Art could be more animated, We are under a time constraint yes, but if you had the time it would be nice to have animated fireballs and reward animations

    Future Additions and suggestions to think of for the future:

Not much variation in what the player is supposed to do, yes it is a simple game and you are under a time constraint, but it would be an interesting addition to have stuff that affects the gameplay like perhaps speedboosts to make it more difficult but give the player more rewards during the speedboost. Perhaps also adding a score based on speed and let the player hold a button to accelerate, the game is more difficult when you are going faster, but they could be rewarded with a better time perhaps.

Hey, thanks for giving our game some of your time and for such a detailed review, it's really nice to read a feedback like that! :D
We're planning on improving voice control and visuals in the future, and we have some cool ideas for dragon abilities in mind :)

(+1)

I think it might be difficult to differentiate between breathing in and out.
One game I played https://itch.io/jam/lv-99-game-jam/rate/2031364?before=4#post-7686909
Did a pretty good job with the voice controls, and I think you could do the same by just...

bool wasAboveLastUpdate = false;

float threshold = "Assign this from player set value with a good default";

void FixedUpdate(){

          bool overThreshold = mic.volume > threshold;

          if(wasAboveLastUpdate != overThreshold ){

                    wasAboveLastUpdate = overThreshold;

                    SwitchLanes();

          }

}

This would let the player be able to just make any noise that causes the mic's input volume to go over a threshold to switch lanes, and would require the player to stop making noise / go under the threshold, and then make a noise again over the threshold to switch again.

So it would not keep switching over and over, instead it would just switch every time you make a noise over the threshold, after being quiet and it going under for at least one update.

During early concept we wanted to implement a binary control and have stricter timing to make gameplay match a rhythm play style. We thought about making a simpler control with just sound/no sound, but we decided to move on from that idea, because it simplified the gameplay a bit too much, and used cross-correlational analysis of breath spectra to try to implement out initial idea of detecting breaths themselves, which isn't perfect at the moment but with some fine tuning can be marginally improved :)