THANK YOU FLAN!!! and honestly. im glad that its true to the vibe… tumblr in high school was really something
yuen hoang
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THANK YOU SO MUCH!!! but i used unity! to be honest, this was one of my easier unity projects because I used mostly UI elements in order to craft it, with minimal coding involved. the most intensive part of making this project was mostly coding the drag and drop system and collecting assets!
I feel like visual novel makers could also definitely be a good starting point for creating this sort of interactive zine type of thing!
Oh my goodness, this is such a sweet comment, I’m absolutely floored! No, THANK YOU for your kindness! I’m so glad that a piece of mine could touch your heart- but! If you feel the urge to start making games, I think you should follow it! Some good starting points, if you’re interested, could be Twine for text based games! https://tinytools.directory/ this directory is also super helpful in getting started! I think if you feel like you have a story to tell, you should go for it! But, again, thank you so much! This really did make my day!
Are We There Yet is quite funny! I really adored the assets and the town- it almost feels like a Lego set come to life, and the colorful nature of the set adds to its humorous atmosphere. However, one thing I had recommended before and still stand by is to utilize a different skybox, to inject even more personality into the game. I think that both players feel fairly balanced, and I didn’t feel like they had an unfair advantage over one another either way. Excellent job!
Afternoon Walk is a lovely game. I had the pleasure of playing the prototype, and I can see that you all have made wonderful progress thus far! I really appreciate the visuals of it all- the cell shaded aesthetic is really quite refreshing, and it goes with the charming feel of the game. However, in contrast to the the visuals, the difficulty level of the game seems to be quite fiendish. However, I think that you guys actually incremented the difficulty quite well, as I could see from the map when you were first presenting. But, I would still recommend introducing smaller, lower risk obstacles in the beginning, so the player could better “train” themselves for future hurdles. But overall, great job!
I think that Purple Ball Guy is really a blast to play! I think that having the opening screen be a tutorial level/a way to experiment with the mechanics of the game before even playing is a really neat way to introduce the players to the concepts of the game, even before you officially enter the game itself. I found myself trying to play no-kill runs of the level- though, inevitably, it was very difficult, as they always found me in the end. However, I think that’s a really great way to structure a game- having multiple ways to allow the player to win, or at least having that space to allow the player to experiment is really awesome. Good job!
Hex Perplex is really wonderful- it plays like a dream. I think what I enjoyed the most was the fact that you had a tutorial level, that allows the player to experiment with movement and navigation of the level itself. I think that it’s a great way to teach your player how the game works without overwhelming them with a wall of text. However, I may not be the best to critique this game, as I’m not one to play games that lean closer into the masocore genre, but the difficulty curve feels a little steep at times. Overall, Hex Perplex was really quite fun, and I enjoyed playing it a lot!
I really enjoyed the mixed media art style! I think that it really plays well into the patchwork style of the character themselves, and the story that you’re trying to tell. I think that having an indicator for how many items you need, or an indicator for the items you’ve collected would be nice, as it lets the player know when the game has been completed. Additionally, some areas are difficult to navigate without a lot of experimentation. I think while it’s good to allow your player to experiment, too much may lead to the player feeling lost. However, at the end of the day, I still really enjoyed playing Abandoned!
I couldn’t play the game on my computer, sadly- however, it looks incredible! I would also recommend adding a Mac build, or a WEBGL build to this page, as to make it more accessible to a wider audience. However, from what I could see from your Demo, visually, it looks quite wonderful! I especially appreciated the motion blur that you had on the camera- it was really quite neat. But, I suppose for future reference, working on optimization of code or finding out what exactly is causing such lag would be quite important!
Wow! Zompire is really quite funky and fun! I really enjoyed it visually, and I’ve always admired that about your games- aesthetically, they’re always very polished. I also like that you added a stage selection- it’s very professional! I also echo the sentiment of adding a more upbeat background track. I think it’d prove to be helpful for the overall atmosphere. I also think a reset button for all the pieces in-game would be helpful, as the player doesn’t need to re-navigate to the start menu every time they make a bad move. But overall, really enjoyed playing Zompire!
Mowing Adventure is very charming! It’s very aesthetically cohesive, the game loop feels smooth, and the sound effects fit it perfectly! That being said, it’s a fairly difficult game. I think the furthest I ever got was around 74% of the grass mowed. If that’s what you’re aiming for, with levels getting even more difficult, then you’re already well on your way! However, I think that if you’d like to ease your player more slowly into the game, I would suggest a gentler difficulty curve. Perhaps lowering the density of the rampaging bulls that are coming your way would allow for the player to dodge them more easily. But overall, great game! I had a lot of fun playing.
Aesthetically, this game is wonderful! The low poly models and the harmonious colors really make it very easy on the eyes. I also really appreciate the sound effects and the feedback that you receive when an item pops into your basket! It really makes the game feel responsive. I think my only critique would be to perhaps add a player controlled camera? I felt a little restricted with the space I was given, and sometimes, all the ingredients would get crowded into a corner of the space or the edges of the room, and I wouldn’t be able to see them very easily. However, overall, I think that this game is really quite charming, and fun to boot!
This was a wonderful game to play! What I really enjoyed was the camerawork- I think it’s a really good way to move around a game like this, as it feels almost storybook like, or like a scroll you’re slowly unravelling. The art style is very charming, but it feels a little haunted, if I could say that- in a good way, of course! I think that you really interpreted and introduced your story well throughout each of the unique sections, and I applaud you for making such a wonderful game!
The artwork is superb, and the navigation on the maps is very interesting. The other figure that clings by your side offers an interesting navigational challenge, which I really appreciate. It feels like it gels well with the overall game- the person in black feels like a burden that is dragging you down as you try to navigate a confusing and hostile world. This game’s open maps do remind me slightly of Yuumei Nikki, but nonetheless feels fresh and original. The sound design also sets a wonderful atmosphere! Incredible game.