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AdamDuvin

16
Posts
A member registered Sep 27, 2020 · View creator page →

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This was a fun little runner-style game! I really liked how the audio and visuals got more and more intense as you got closer to the end of the level.

Some feedback:

  • Hitting obstacles didn't really seem like it did much. I would hit an obstacle, then clip through it and I was a little confused on if hitting an object was supposed to stop you in your tracks, or you hit it and it still lets you through after slowing you down or hurting you. If it's the latter, you could have the player blink for a short period (think like how old arcade games had your character blink while you were invincible after taking damage) to communicate that that's what happened. You might also consider adding a fuel penalty for each hit obstacle.
  • I had a tough time judging depth, and I missed a couple fuel pickups because of it. I don't really have a good suggestion for this one, but it's something to consider.
  • Sometimes, obstacles in the foreground blocked the camera and I couldn't see the player boat.

Your game had a lot of charm and a really intense mood! I enjoyed it!

This was a fun little runner-style game! I really liked how the audio and visuals got more and more intense as you got closer to the end of the level.

Some feedback:

  • Hitting obstacles didn't really seem like it did much. I would hit an obstacle, then clip through it and I was a little confused on if hitting an object was supposed to stop you in your tracks, or you hit it and it still lets you through after slowing you down or hurting you. If it's the latter, you could have the player blink for a short period (think like how old arcade games had your character blink while you were invincible after taking damage) to communicate that that's what happened. You might also consider adding a fuel penalty for each hit obstacle.
  • I had a tough time judging depth, and I missed a couple fuel pickups because of it. I don't really have a good suggestion for this one, but it's something to consider.
  • Sometimes, obstacles in the foreground blocked the camera and I couldn't see the player boat.

Your game had a lot of charm and a really intense mood! I enjoyed it!

This is fantastic! I had a very similar idea on my shortlist when trying to figure out what to do, and I'm really happy to see that not only someone else made something like this, but it looks and plays really good!

Some feedback:

  • The camera kinda feels like it's rotating in the opposite direction than I expected it to. Having the option to invert the camera controls would be nice, as well as maybe giving us some limited vertical rotation as well.
  • The camera rotation speed feels a little off for some reason. Maybe applying a light LERP to the rotation would make it feel like it has a little more weight.

Love this thing! It'd way better than the similar idea I had come up with and canned, and it's executed so well!

I really enjoyed this, especially the 2d-sprite-in-3d-world art style! The lighthouse keeper is a funny little guy! Really amusing concept, and I'd like to see more levels for this.

Some feedback:

  • The to-do list kind of blocked part of the screen. Making it smaller and transparent could help alleviate that.

This is a really interesting project, and I'd like to see what you can add on to this! I love the feeling of flying and being free to explore the world, so this game really resonated with me.

Some feedback:

  • Maybe add a cloud layer under the islands as well as random clouds around the sky so the player has a good point of reference while flying. It was hard to tell I was even moving sometimes.
  • On a related note, the islands feel a bit far apart sometimes.
  • Audio would really elevate this experience.
  • Maybe add a post processing effect around the borders of the screen (a radial blur is really good for this) to simulate the wind in your face.
  • I'd like to have something to do in this world. It's a really good foundation for a variety of genres and I want to see what you can come up with!

This is a really interesting project, and I'd like to see what you can add on to this! I love the feeling of flying and being free to explore the world, so this game really resonated with me.

Some feedback:

  • Maybe add a cloud layer under the islands as well as random clouds around the sky so the player has a good point of reference while flying. It was hard to tell I was even moving sometimes.
  • On a related note, the islands feel a bit far apart sometimes.
  • Audio would really elevate this experience.
  • Maybe add a post processing effect around the borders of the screen (a radial blur is really good for this) to simulate the wind in your face.
  • I'd like to have something to do in this world. It's a really good foundation for a variety of genres and I want to see what you can come up with!

I like the low poly design, and the city looks cool. Wish I could explore more of it!

Some feedback:

  • Have the player start facing the direction they should be going and not toward the elevator.
  • It'd be nice to have a controls screen. I kept thinking I could interact with the elevator buttons, but nothing I tried worked and it'd be nice to know that's not actually possible.
  • A more traditional main menu with a start button might work better. It took me a minute to figure out that you have to hit ESC to start the game.
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This game had a lot of charm to it! I liked the art style and the concept has a lot of promise. The level design is a really good start and I'd like to see what else you can come up with.

Some feedback:

  • I kept hitting rocks at really low speeds that probably shouldn't cause damage, so tweaking how fast a player has to hit something might help a lot there.
  • On a related note, some of the hitboxes did not really match up with the geometry and I hit a couple invisible obstacles.
  • It'd be cool if the monsters actually actively attacked the player rather than just flailing around.
  • The camera felt a little slippery. Toning down the sensitivity a little would help, and it'd be nice to be able to look fully down, as well. The vertical rotation being so constrained felt a bit off.
  • Hiding the cursor would give it a more professional and polished look.

You all put a lot of effort into this, and it's a great base to build off of if you decide to continue this project! Oh yeah, I loved the ending lol.

I loved the art style, and once I got the hang of it, the gameplay was surprisingly engaging. I like how different fish spawn as the storm progresses.

Looking forward to seeing what you come up with!

I love the main characters! The game really does capture the feeling of being home alone for the first time on a dark and stormy night. When the lights went out, my first thought was to go look for the breaker...then I remembered that my character wouldn't even know what a breaker was!

You have a really strong foundation to build off of here, and I hope you continue development. The art style, aesthetic, and concept are all really strong.

Some feedback:

  • It'd be cool if weird things, like creaky floorboards, creepy shadows cast on the walls, or the phone ringing happened more and more frequently as Ella's sanity drops. I kept opening and closing the blinds, scared that there'd be someone or something in the back yard staring back in, so that's something to consider too (it could just be a deer, but turned into a "monster" by a child's imagination).
  • Like someone else said, it'd be nice to get a sound effect or some indication when the player picks something up, as well as maybe an indicator that there is something that can be picked up.

Overall, I really liked it. I think it was a really strong narrative decision that the only real threat in the game is the one that the child comes up with in her mind, rather than a supernatural, paranormal, or physical threat.

This is definitely the start of something really cool!

Some feedback:

  • I'd prefer to have to feed the fire manually. When it automatically takes the wood, it's eating up a building resource that I may have been planning to use for building.
  • The sliding movement doesn't really match the character or environment. If you're using physics-based movement (ie. rigidbodies), a character controller might be more in line with what you're looking for.
  • A small animation or effect added to the tree/resource node you're hitting would make it easier to tell what the player is hitting.

Good job on this! I can definitely tell you put a lot of effort and passion into this one!

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The storm was genuinely unnerving, and the invisible enemies scared the hell out of me the first time I encountered them, good job!

Some feedback:

  • I think the shop broke, so I could sell items, but the icons for buyable items all disappeared.
  • It would be nice to have a controls screen, and tooltips and names for items in the store so that it's clear what we're buying and what it does.
  • I thought the movement felt good, and I really like the concept. The storm feels like an actual threat.
  • I didn't get to play with friends, but it's absolutely serviceable as a single-player experience. I can really see this being a great game to play on stream with friends for Twitch streamers.

It's definitely got a "Lethal Company meets  S.T.A.L.K.E.R." vibe, and it has a lot of charm!

This was a very ambitious project for a 1 week game jam, fantastic job!

10/10 the most golfing of all time. I definitely was not expecting to fight Satan with a mech suit that shoots golf balls, but that made my day slightly better. Thank you.

Ok, that one hit me where I didn't expect. It really managed to capture the stress you go through when you're preparing for something important. Sometimes, there just isn't enough time, and sometimes, that's alright.