Cool entry!
I like the aesthetics, and the music choice was pretty good! I also like some of the gameplay feel things, like guns kicking you back a bit after you shoot.
For suggestions, I think the different guns could be a bit more distinct, since I didn't really understand what the difference was. Maybe you could exaggerate the sizes a bit more, or their properties? I also think you could add some more sound effects since the game can feel a bit empty without them, and it could also add some good feedback for the player!
Overall, cool entry, keep up the good work!
Alimen6
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Awesome game, the level of polish is really quite top notch. The mechanics are simple but offer a lot of depth when playing, which I think is a pretty difficult sweet spot to hit! The art looks amazing, as well.
My only suggestion right now would be to play around with the sound effects a bit more. I think you could make it so that the chomping sound has some distance on it, so that it acts as an indicator for how far away you are from the threat. This could be useful to the player in a gameplay feedback sense, as well as giving those close calls feel a lot closer!
Keep up the great work!
I liked this, it's a very creative idea for the theme!
I like that there's a lot of experimentation in getting the right size for the different animals!
My only suggestion, if you want to keep working on this game, would be to add more content, maybe like a level system, in which different animals start popping up. After you get a feel for the animals you have currently, the game feels like there's not much left to do, so maybe if you combined different animals per day you could challenge the player's muscle memory.
Very cool entry, keep up the good work!
Genius idea for the theme, very cool idea for a game!
I loved this entry. I'm definitely average at estimating, lol. I really don't have a lot of suggestions or feedback to give you, I think that if you wanted to continue working on this it'd just be an issue of having more content or having dynamic content, like maybe instead of a t-rex some other, similarly big (but different) thing pops up, and then the game keeps going like that.
Honestly, amazing entry. Keep up the great work!
I really like this game!
The game feels really polished, all the little animations really make the game feel alive. I like that the creature beats as if it was some sort of heart, it really makes the game feel cohesive. If anything, I think you could lean a bit more into this aspect of a "formless" sort of creature by making the sound effects sound more fleshy. The beating sound effect really does sound like a fleshy heart, but I feel like the movement sound just feels like a regular whoosh, so it might be cool to make it sound like if it was a literal flesh creature moving in a gross and slimy way.
The gameplay is super smart and it makes you think quite a lot! The idea matches very well with the theme, too.
Keep up the good work, really loved this entry!
I really liked this, good work!
I think it's a very interesting take on a classic tower defense sort of game, where the player also has to be a bit more active. I think it was neat that I had to avoid attacks while fixing my towers, it added a nice element of hands on gameplay. The entire game feels super polished! The visuals are great!
For suggestions if you work more on this, I'd say it'd be cool if you had some sort of indicator of where enemies will spawn next. Since you can't be everywhere at once, it sometimes feel like you don't exactly know where you should spend your scrap, and it feels really bad putting a tower somewhere to then realize there's a wave coming in the opposite direction. It would also be nice to have some tooltips for the turrets, since I forgot what each turret was when reading the description, lol.
Overall, great entry! Keep up the good work!
Very cool entry!
It feels like an escape room sort of thing, which I like. The heat mechanic was interesting, but it felt like getting hotter was just better. There was some swaying of the camera, but not enough to where it actually impeded me from running around or made me want to get colder. There was a machine in a room that I didn't understand, next to an ice cube - maybe some more tutorialization here would be good? I placed a can of gas in it but I couldn't figure out what went next, since I tried putting in the ice cube in the cube shaped hole but nothing happened.
In terms of the theme, I feel like it was very well implemented in both gameplay and concept. Congrats!
Aesthetically, I think the game works pretty well. At times I felt a bit lost because some of the rooms look very similar, but the level design is well done enough that you can often tell where you are in relation to everything else.
In terms of sound, I think the music is cool, but it definitely could use some variation. The loop feels a bit short so you hear the music way too often, in my opinion. You could give it a bit more room to breathe!
Cool entry, keep up the good work!
Very cool entry!
I really liked the gameplay and the way you implemented the theme here. However, at times I felt like the car was a bit too floaty. At times I felt like the car would fly way more than it needed to if I hit a bump, and sometimes even if the road had just a small bump. At one point I pressed S to brake and the whole car flipped over pretty badly lol! I think this could maybe be an issue with the car's mass and where the center of gravity is, maybe if you increased the mass and lowered the center of gravity it a bit more you could get the car to stick a bit better to the road. Also for the braking maybe you need to directly decrease the velocity instead of applying a force (idk if that was what you did but that's what it felt like to me because of the flip). Other than that, I felt it was pretty intuitive and felt good to control.
Themewise, I think it was a very clever way to do it, congrats!
In terms of aesthetics, I feel like the game looks very good, no complaints here.
I think the music is a bit too laid back for the kind of speed you reach. I didn't play multiplayer, but I feel like it would definitely feel a bit more odd there, since you're trying to be as fast as possible. I'd recommend using a faster, more upbeat track, but that's just me! The engine sounds were very well handled.
I enjoyed it, keep up the good work!
Very cool entry!
I think the gameplay works very well, at first I was afraid of touching any tiles because some games kill you if you do that. It was nice that it didn't, because that allowed me to go much faster. I think the floatiness of the character is appropriate, and I felt like I was in control the whole time, which is good! Maybe you could add some more content if you continue working on this, it could eventually be a good mobile release.
I think the theme works well in terms of the setting, but I think you could use some more mechanical tie in to your gameplay. Maybe if you hold the jetpack for too long you get overheated and become faster but can't stop boosting, you can only change direction or something. It could be a good tool for speedrunning and a great way of adding a bit more depth to the game, imo!
The aesthetics work well enough, although my only suggestion would be to remove the outlines from the base tiles. I feel like the rest of the game has a line-less look, almost like silhouettes, so the tiles kind of break this aesthetic.
In terms of sound, I think the music choice is very good. However, I think the jet pack sound effect could be done a bit better. Right now I think you just play a sound whenever the player starts boosting, but some of the sounds are a bit too long, so the player hears the sounds cut off if they spam click to control their direction a bit better. My suggestion would be to make the start boosting sounds a bit longer, and add a short "tail" sound whenever they stop boosting. You could also add a loop of the jetpack to the mix, so that the player has some sort of auditive feedback as long as they're holding down the mouse button.
Cool entry, keep up the good work!
Very cool entry!
Gameplay wise I think the hitbox for the bike thingy is a bit too unforgiving right now. I think the controls feel good, if maybe a tad sensitive. I really like the boost idea which launches you ahead, I think it could be a great tool for speedrunning!
Themewise, I like how it ties into the main mechanic. I would have liked some more thematic implementation of the concept though, like maybe a fire animation when you launch or a sound of a fiery explosion!
The aesthetics are very simple, but work really well. It's very nostalgic and definitely brings me back to simpler times, lol.
Sound wise, I didn't feel the lack of music, so I think that was a good choice. The aesthetics definitely imply more of a quiet, very sparse soundscape, so I think having no music works a bit into that. I do feel it feels a bit empty sometimes though, having sounds for touching the ground at different speeds could be a good idea for future iterations.
Cool entry, keep up the good work!
Cool entry!
Gameplay wise, I think you have a foundation for a solid platformer, with lots of things you could do to expand on it! However, I think the execution could use some more work, as the controls feel a bit slippery and I often struggled to do things. I feel like the movement in general is too fast and the gravity is a bit too high, so things feel a bit too "twitch reaction" but the game doesn't fully give you the control to handle it. There is currently no indication for when you're in range for the pickaxe to work, so sometimes you just jump and press LShift and hope it'll work. Because of the level design, where sometimes rocks are placed in areas where you'll die if you fail the hook, this can feel a bit frustrating. Maybe you could add something like an animation for the character or a glowing outline for the rocks if you're in range, so that the player has better feedback. This, coupled with a slight rebalance of the speed, could make it so that the player in general feels more in control. I'm not sure if you're using Unity's Rigidbodies and AddForces for this, but I find those may feel a bit inconsistent for a platformer unless you tweak them just right with gravity values and stuff. Some people even implement their own gravity functions so that you hold a bit longer at the apex of your jump, and fall faster after that. This game by GameMaker's Toolkit is an amazing resource to learn more about platformer controls, if you'd like to know more about it. You could also maybe play around with the idea of having the pickaxe hold you in place until you jump, so that the player then has a way of controlling the second jump a bit more and you can get tighter controls and platforming challenges.
Thematically, I feel like the connection is made in the mechanics and gameplay, but not too much in the presentation. You could add some things to make this feel a bit more connected, like, for example, having a fire icon next to the heat bar, and a red border appearing on screen if you're close to overheating. You could also maybe play around with some lighting effects so that the cave appears darker and the lava is what emits light!
In terms of the aesthetics, I really liked the art you had for the story bit, and how the character pops out of the wall at the start. I think there's definitely a lot of care put into these parts! In general, I'd suggest working a bit more on the visual feedback side of things, so that the game feels more responsive. An example would be the aforementioned outline around rocks when you're in range, or the visual effects when you're overheating.
In terms of the sound, some parts could use a bit more sound effects. The start of the game where the player pops out of the wall is cute, but it feels a bit empty because there's no sound effect for when they're shaking and struggling to get out. The music and other sound effects feel good though!
I hope some of this feedback can be useful to you! It's all just my subjective opinion, but still. Keep up the good work!
Cool entry!
Gameplay wise, I gotta be honest, I didn't get past the guards and gun bit. At first I was very confused because the text in the webGL version cuts off at the edge of the screen so I couldn't read it. Then I picked up the gun and it looks like I had to beat a ton of guards that have a lot of health, so I tried to run past but died. That was my quit moment. In my case, I think you could solve this by having a bit better tutorialization. I don't think you need to have all the text in the starting screen, you could have the relevant information in the level screen. For example, in the first level where you run from the zombies, you could have a "Find the gun!" prompt somewhere, and that'd be more effective in directing the player. Same goes for when you pick up the gun - "Defeat the guards!" somewhere on the screen. You can also make the difficulty scale a bit with time, so that you don't hit the player with a brick wall right at the start of the level (in the case of the guards, for instance). It looks like there's more cool content here, but I didn't get to see it! :(
I'm not sure if there was a connection to the theme.
Aesthetically, I think the game works pretty well, although some assets seem a bit disparate. I would recommend to add some sort of delay to the zombies' running animation. They look kind of unnatural because they all run using the same animation at the same time, so they look completely in sync.
The webGL version didn't have audio for me, so I can't really give you feedback here either.
Cool entry, keep up the good work!
Hey, cool entry! I think I'm not the right audience since I don't like scary games a lot, but I gave it a shot anyway. A webGL build might be better for accessibility, is that something you can do with Unreal?
Gameplay wise, I think I was a bit confused at first. I think it'd be helpful to add some more visual feedback to stuff (for example, it took me a while to get that the valve is a toggle. I spent a lot of time holding E near it). Same with the red button in the room you spawn in. I think there's a solid idea here, a short scary game where you have to manage your resources to survive (ala FNAF). Maybe you could also reconsider making it a "see how long you can last" game, given how the player will quickly get used to the mechanics and start to survive more easily, so the format might be better for a level based game, or maybe one of those escape room games where you have to keep an eye on your heat and the monster while you do a puzzle to get out of the room. Just some thoughts!
I think the theme fits well enough, and the heat is a core part of both the gameplay and the aesthetics. Well done!
In terms of aesthetics, I think your game looks great. The lightning works wonder and the atmosphere is very broody and scary. The monster model is very cool, and appropriately creepy. My only suggestion would be to not show it off as much. Since you see the monster in the opening screen of the game, it's immediately creepy, but the more you look at it, the more you get used to it, so by the time you start playing you might have already stopped being scared by it.
In terms of sound, I gotta be honest, I played with the volume way down, so I can't really give you much feedback on this front. I'm kind of scared of indie games since people tend to leave their jumpscares way too loud to the point that they're more infuriating than scary. I don't know if you did that, but it's something to watch out for!
Very cool entry, keep up the good work!
I really liked this, amazing entry!
Gameplay wise, I think the game feels satisfying, there's a lot of feedback for every player action and there's just enough slipperiness that it works very well with the concept of a panicking boy. Very cool, there's tons of juice here and it feels super polished! My only recommendation here would be to shorten the black screen a bit, since the game is so fast and you can die pretty often, it felt like there was a bit too much downtime, in my opinion. Also, I'd like maybe a better way of knowing how much time I have remaining, although this might be a result of the game having few (very good) levels, so I didn't have enough time to get used to the beeping and flashing.
The theme works great. This game was obviously very well thought out for this theme specifically, which I applaud!
The aesthetics are top notch. All the different visual effects not only feel satisfying, but give very immediate feedback to the player. The lights on different obstacles is great and it makes the player feel a bit more in control since they don't have to guess where obstacles are (or die first to learn the stage).
The sound is very cool and it matches the aesthetic well, no comments here!
Very cool, keep up the good work!
Very cool entry!
I think the gameplay works really well, the controls are very challenging but don't feel unfair. The floatiness of the spaceship feels very spacey and appropriate! I always felt a bit tense playing it since I didn't want to crash, but I think for people who want to speedrun this they'll probably be able to figure out ways of controlling the spaceship very tightly while going at full speed. I feel like there's enough depth for speedrun techniques to be developed, which is nice. It might be good to offer some more tech for speedrunners tho - things like tight shortcuts and stuff like that. Maybe there could also be some sort of tradeoff between overheating and speed, since right now the overheating seems like it's purely a downside. Maybe you could play around with having a zone before you're overheating, something like an "optimal temperature", that makes you go faster in some way or something. Just some ideas!
In terms of the theme, I think it was very well implemented and ties in to your mechanics and presentation, which is very cool to see. It feels like this game was created specifically for this theme, which is great!
Your aesthetics are great. All the sprite work is very pretty, and all the bloom-y particle effects look amazing. The visual presentation is very well done, and I like it a lot.
In terms of sound, I think your music right now is very cool and very clubby. If that was me, I think I'd try to add in a bit more space color in there! Right now I feel like it really plays into the speed element of your game and it's definitely exciting, but it'd be really cool if you managed to keep that while also tying it a bit more into the space theme you've chosen.
Very cool entry, keep up the good work! :)
I feel like maybe I'm not the intended audience for this. I felt too lost during the first bit of the game and quit shortly after. I think this minimal tutorialization is probably the intended experience of your game, since the first part is about figuring out how to get to the following parts. I looked at the gameplay video instead and it looks cool, it definitely seems like there's a lot you can do during the OS part to progress quickly.
I like your aesthetics a lot, I think it makes the game feel really well planned out (which I think it definitely is). It feels cohesive and I liked some of the visual gags, like the "NO WIFI?" meme.
The music you chose is super good, and the sound is fun! Although the OS part can be a bit quiet if you don't open up the spotify thingy, which honestly makes the game a bit creepy. I was kind of expecting something bad to happen the whole way through.
Sorry I couldn't give you more in depth and personal feedback, but keep up the good work!
P.S: I didn't rate your game since I really didn't play it enough, but I feel like having feedback is still always useful.
Cool entry!
Gameplay wise, I think you could add some more depth. Moving only in one plane meant that the game didn't have a lot of player choice and the moment to moment gameplay could feel a bit dull at times. I think there's an interesting idea here, in which you sometimes want an object, but at other times you want to avoid it. This element of balancing out your heat is cool, and I think you could design more around it. Maybe there's items with different heat values, maybe your objective is to go through a series of levels as fast as possible and therefore you need to keep your heat as close to the maximum as possible without dying (and then the items with different heat values become more valuable at different moments), maybe some "recipes" require different heat values to be maintained for longer durations. Just some ideas you could implement if you continue to work on the project!
Thematically, I think the idea is solid. It makes sense with the overheating that you'd theme the game around cooking. I think it also offers you some cool ideas to explore in terms of mechanics!
I think the aesthetics feel a bit basic at the moment, but you could also make a pretty charming game if you keep with this art style and just do some more assets, environments, and stuff like that. I think the most important thing here is cohesion.
The sound is a bit barebones, I didn't have any music and the sound effect for both the gasoline and water was the same. Sound can go a long way to making the game feel a bit more responsive and fun, so I think this is an area you could work a bit more in.
Cool entry, keep up the good work!
Cool entry!
Gameplay wise, I think the core mechanics you have laid out are interesting and the upgrade system works as a way of having a lot of different ways to play, with meaningful changes that change how you approach levels. However, I think the controls could use a bit of work. For example, the double jump feels kind of inconsistent because I think you're adding a jump force but aren't setting the falling velocity to zero beforehand, so the result feels like you can rocket up really high into the air if you press it quickly, but then if you jump later into your fall, the jump lacks the same oomph. I feel like the combat could feel better if enemies' bullets pushed you around in more predictable ways. I think the dash could also set your fall velocity to zero before giving you the dash, because I feel like the level design really needs that. For example, in level 3, where you fall to a pit of blades, I had to get around that part by sticking to the wall and still touching a piece of the blades, because I couldn't get the dash to help me in that part. All of these things are very fixable, so don't worry if my feedback comes off as too negative!
In terms of the theme, I think this is the best aspect of your game. You managed to create an interesting system that makes sense mechanically and aesthetically, which is very cool. I think the core idea is very solid and you could easily expand it with more content and upgrades and stuff.
Aesthetically, I think the game works very well and looks coherent. There was a small issue where the sprite for the guy with the golf club gets kind of blurry. I think this happened because you disabled the filtering on the first sprite but didn't do so in the others, so it looks kind of blurry. Other than that, I think the game works pretty well.
In terms of the sound, I felt that the music was a tad too repetitive because you have a very short loop. You could play around with it a bit more, in my opinion. The soundscape also tended to feel a bit empty, I feel like you could add a lot more sound effects to give the game a bit more responsiveness in terms of player feedback.
Very cool entry, keep up the good work!
Very cool entry!
Gameplay wise, the game is very engaging, and has that very nice feeling of trying to overcome it every time you fail. The movement you have going on also allows for speedrunning in a very nice way, since it feels like you can take advantage of the overheat mechanic to go faster if you're good enough (I wasn't). The traps feel fair, as in there's enough of a window to avoid them if you're good enough, and you can always learn their patterns. Very engaging, I liked it a lot!
Themewise, I think you could've handled it a bit differently. Maybe like some sort of fire wizard or robot or something like that? I just think that the whole dice aesthetic is very cool and I liked the art a lot, but I don't think it meshes very well with your game concept and mechanics.
In terms of aesthetics, as I mentioned earlier, I really liked it a lot. I think the game looks very nice and polished, the light effect that comes in during overheating looks great and the animation on the die looks cool. The spikes also look great when they come out. My only recommendation would be to maybe use another font that looks more cohesive with your other assets.
Sound wise, I think it gets the job done pretty nicely, although for a game like this I think you could consider more upbeat music with the effects giving you more of a sense of speed, since that's kind of tied in to your game concept. That's clearly subjective though, and I think you treated your aesthetic with a lot of care, so it's just my two cents, maybe it can be helpful to you!
Overall, very cool entry, keep up the good work!
Cool entry!
Gameplay wise, I think the game is pretty solid, and it could be a very strong foundation to build something that's really complex and offers lots of choices. I think your powerup system allows for very cool level design, since you could have a lot more optional routes that depend on these powerups. Being that the jam is about speedrunning, I think this is a very good thing, since speedrunning often requires players to cut corners and use different things at optimal times. I think you could make the powerups be key-accessible, with the 1-4 keys, for example. That could make it so that you don't have to choose between shooting and selecting a powerup. I also agree that it could be a good idea to have some sort of trail effect for your bullets, since it could be a bit more clear where you're shooting. I think the method you've chosen for the fire attack damage could use some work (I think you gave your particles colliders?), since it often feels like you can be hit by particles that are almost invisible and you feel like you're taking hits that you shouldn't be taking.
Themewise, I think the connection could've been a bit stronger. The end of the level doesn't really feel like I'm cooling down after overheating. Maybe this could be achieved through the presentation, like maybe you have some sizzling sounds, a water splash, or some water drop particles or vfx when you've finished a level, stuff like that.
In terms of aesthetics, I think the game looks very pretty and coherent. I specially like the spider's faces before they're about to attack. Very nicely done!
I think the music choices conflict a bit with one another. The very laid back music you have for the start menu feels like it can clash a bit with the very upbeat and happy music you've chosen for the levels. They also have very different vibes, with one being sort of like a lo-fi "beats to study to" sort of thing, while the other feels like chip tune-y video game music. Of course this is all completely subjective, but my suggestion would be to change the start menu music with one that feels more chip tune-y while preserving the laid back vibe. The sound design works well enough and compliments the gameplay nicely, since actions feel responsive and contextually appropriate.
Very cool game, I think you have a very solid entry on your hands! Keep up the good work!
Very cool entry, good job!
I think your gameplay loop is engaging, the movement itself is satisfying and has enough depth that you can always do things differently and save time by doing trickier jumps. Some stuff didn't feel too intuitive to me, like how bumping your head on a ceiling will kill your momentum and trajectory almost instantly. Also, it felt like doing a more horizontal jump took me way less far than it should, as if my character became a lot heavier when choosing that angle. I don't know, that part felt kind of unnatural to me, maybe you intended the jump to be that way but I think it could be good to take a look at it. I didn't get all the way through the game - I got a bit frustrated, which I think is kind of the point of your game, since it feels like sort of a rage game with all the setbacks to your progress and stuff. I don't think that's a negative, it's just that I don't think I'm the right audience in a way.
I think your use of the theme was very original and the whole concept ties in together very nicely. The game feels well thought out concept wise, which I like.
In terms of aesthetics, I think the art gets the job done pretty well. The rooms look complete since they're not just empty, which is a nice touch.
The music is alright, feels appropriately tech-y for the concept you've chosen. I think there could be a bit more sound effects, though, since I sometimes felt like the soundscape was a bit empty. That's just my two cents!
Overall, great entry, keep up the good work!
Amazing entry!
Gameplay wise, I think your core loop is very engaging, creative, and a great use of the theme. I loved it and all the popups. My only suggestion would be to balance the different popups a bit - you're always really happy if you get the "too hot" popup, and really unhappy if you get the tic tac toe one. It adds a bit of RNG to the game, which I think works well in this case, but for speedrunning purposes I think having them be a bit more similar in length could be a good idea.
In terms of the theme, I think you did a fantastic job in coming up with a creative and unique idea and executing it well.
In terms of aesthetic, I think you did a really good job in making me feel like I was using an older computer. Your use of shaders turned a very simple idea and game into something really unique and thematically appropriate, props to you!
The sound is very minimalist, but it works really well. I wouldn't expect a game like this to have catchy music or anything like that. Maybe I would add a bit more sounds to the different popups so that there's some more immediate audio feedback that the player can respond to, but other than that, great job too.
Very cool game, keep up the good work!
Amazing entry!
Gameplay wise, I feel like the controls were just challenging enough that I always felt in control despite the space drifting. I think the checkpoints were nicely spaced out, and the different mechanics added together quite nicely, very nicely done! I think I would've also enjoyed the shooting to be incorporated a bit earlier, but I understand it's more dramatic to get it for the boss fight. I liked the heat mechanic and how it gives the game a lot of depth in how you approach it - at first, you're barely getting by while you get used to the controls, but then you can start planning around going faster and sacrificing some heat to dash. Very nicely done, it really works well as a speedrun game because it's easy to get into, but really hard to master.
Themewise, I think it works really well. I would've liked some sort of overheating sort of thing. Maybe like a bigger and more distinct reward for being near max heat (although I don't think I ever got to fill the heat bar, so it's completely possible that reward is there and I just missed it), like maybe a few seconds of invulnerability so you can give some more possible tech to people who would play this game over and over to speedrun it and get really optimal.
In terms of aesthetics, I really like what you got going on, the 2 bit sort of aesthetic works really nicely and everything feels really coherent and pretty. I think the polish works to your favor as well, with all of the particle effects and the camera shakes and stuff. Very nice looking game, looks very pretty.
Soundwise, I think the game sounds pretty good in general, although I don't like some of the music choices. I think it was a good choice to go for a synthy sort of vibe, but some songs feel a bit out of place to me, specifically level 1 and level 3. I feel like they don't really have a space vibe that the others do, which is of course subjective but still it's just my two cents, maybe it can be helpful to you
Keep up the great work, really liked this entry.
Amazing entry!
Gameplay wise, I think the shooting feels very satisfying, and the fact that the smoke meters charge faster near the end is a very nice touch that makes the player feel a bit more on edge by really nailing in that risk-reward feel. I think the overheating might be a bit too punishing, since in most cases it pretty much means you will lose a life. Given there's no way (that I know of) to regain health, at some moments I felt as if I was playing a bit more cautiously than the game intended me to. I get it's also a risk reward thing since it's a speedrun game, but it might be a good idea to give the player some sort of incentive to play faster and more aggressively.
Theme wise, I really like the idea you chose, and I think your aesthetics and sound tie in really nicely with it. Everything works coherently with one another and it's very cool to see.
I really love the aesthetic. I love that the elevator is just a picture of an elevator, and I love the little Paper Mario style flip your character does when you turn around. I'm not a huge fan of the tiles you've used, but I think they work well enough with the other assets in the game. Maybe something with harder lines could work better since that's what you've done for the characters?
Soundwise, I think you did an amazing job with the music overall. I would've loved to hear some transitions between pieces, since it seems like they just change at set times, but it didn't affect my enjoyment of the awesome music and the personality it brings to the game. Sound design wise, I think some effects and the dialogue feel a bit too washed out since you have a pretty big reverb going on. I think it fits with the aesthetic of the rooms, to give it this sort of empty warehouse feeling, but maybe you could pull it back just a bit because I feel like it sometimes conflicts with intelligibility. Especially on the dialogue, I felt like at times I couldn't quite make out what was being said, which is a shame, because I really liked the kind of stuttering dialogue you gave the character. Maybe you could add some pre-delay or filter out the reverbs a bit, but this is just my opinion on an awesome piece of audio work, though!
Amazing entry, keep up the good work!
Very cool entry, reminds me a lot of Battlefront 2 (the good one).
I think you've got a great prototype here, with more work it could become something really great! For starters, I think the laser sight is cool, but over long distances it doesn't help a lot with precise aiming (although that might be something you're going for). I think a crosshair of sorts would help the player feel more in control. It was also kind of hard to tell when I was hitting someone, so maybe it'd be good to add some visual feedback for the player. The different classes were cool, but because of these issues I had I couldn't really play the Marksman class too well. Maybe they could have like a scope sort of thing?
I like this entry a lot because it feels like you have a lot of room to grow and really make this something very unique! I hope you keep working on it because it's definitely a very solid foundation.
Keep up the good work!
Cool entry and concept!
I think the idea of a nanobot mech is very interesting and original. Cool!
I was excited because I thought the whole game would have this retro, black and green sort of art style because of your thumbnail, and that's an art style that I really like. The actual game art didn't disappoint though! Just thought it was kind of funny.
In terms of the gameplay, I think it can become a bit repetitive at points. I think the idea of having to be careful with your laser to avoid destroying the healthy cells is interesting, I think you could use it a bit more. I also felt like some enemies were a bit too tanky and I had to hold my laser on them for a bit too long, which eventually made me ignore some of them.
There seems to be a weird issue with the audio, and it felt like the "hit" sounds for your laser would start stacking on top of each other endlessly, so the game felt like it was getting louder the farther along I got. I don't know what could be causing this but I think it's worth looking into! Also, adding some music and more sound effects would help massively in making the game feel more responsive.
Very cool concept, I hope you continue working on it! Keep up the good work!
Cool entry!
I think the visual effects look nice, and it's cool that you got so many entities to run pretty well in a web build. I also liked the perspective, and how you can see another chunk of the planet further down that has more bugs on it. It really gives the game an invasion feel, which I think works really well.
I think the game could benefit from having some sort of onboarding, even if it's just a text box at the start. This could be extended to making the bugs appear more slowly at first, and the game ramping up over time. I was very confused (and I think I'm still kind of confused) because I don't think the game explains very well what's going on. I didn't really get a sense of how well I was doing, or what was happening. For example, I didn't know what the different bugs did (at the start I was very confused as to what I was looking at), I didn't really get what the upgrades did or how powerful they were, I didn't know if I was winning or losing. I think this could be a very cool game with some more work on the game design side of things, so that the player doesn't feel super overwhelmed and can make more meaningful choices.
It also feels like you level up way too fast sometimes, as if the different upgrades make you more powerful but the xp required to level up doesn't increase, so it felt like I was hearing the level up sound faster and faster every upgrade.
Speaking of, I wish the game had more audio! It feels like there's a lot going on in the screen, but you don't really get to feel like that because there's no music or sound effects for the actual combat. I feel like that would go a long way to sell the player on the invasion feel that you already have working pretty well and getting them invested in the game.
I hope you continue working on this, cause it has a lot of potential! Keep up the good work!
Cool entry!
I think the concept is interesting and with more work could turn into something really unique. I like the fact that you can customize your mech (although I wasn't able to use the build screen to do so), because it makes me think that you could have different abilities show up depending on what parts you have equipped.
I feel like the game could benefit a lot from more work on the game feel side of things. For example, when you attack, the animation where the mech cocks back the arm is cool, but then the swing doesn't feel too powerful, and the sound effect you chose for the punch sounds a bit too light, like you're hitting a small metal object. If you can sell the player on the size and weight of the mechs through those things, I think you could have a much more satisfying game feel all around!
I think you could achieve a lot of interesting things in terms of mechanics. At the moment, I don't think there's ever any reason to defend because the enemy mech seems to always go for attack. I tried defending when I thought their special would come online, but they just punched me anyway, and never used special in the fight. However, this made me think that if you maybe made a few more mechanics, and tweaked the AI for the enemy, you could achieve a very cool sense of strategy in which you are trying to figure out what your opponent is doing to counter it.
I hope you keep working on this, keep up the good work! :)
Really cool game! The boss rush concept works perfectly for a mech game, and I think the idea of moving around your stats to focus on different things is a very smart choice.
The modelling on the mechs is top notch! I wish you could make some more animations though, to really sell the player on the power of what's happening. I know there's time constraints and stuff, so if you continue working on it, that's something that I'd like to see. Maybe some more explosion effects, some more telegraphing of the bosses' attacks, damage animations, more recoil and weight to the guns, particle effects, stuff like that.
Mechanically, I think the game has a lot of room to grow because you have a very solid foundation. The stats distribution part is a very cool start that makes me think of other things you could do with this system, like unlocking abilities at certain thresholds for each stat and stuff like that. I think the controls for distributing the stats could be more intuitive (although I can't come up with any suggestions as to how), because when I pressed a button I didn't know how much would be subtracted from the other stats. Maybe instead of having a filled bar you could have a segmented bar or a segmented circle or something, so that the player can quickly tell how many points they have allocated to each stat and how many they move when pressing the button.
Really cool concept, I hope you keep working on it. Keep up the good work!
Cool entry, very original and different to what I would expect from a Mech Game!
I really like the aesthetic, it feels coherent and it works very well for what you're going for. I think, however, that your game could use a bit of variety regarding the backgrounds. You could use the same assets you already have, but vary how you use them! For example, you could have a small bit be a forest, and then you enter a city, and you would have trees and buildings respectively. I think this might help the player feel like they're actually travelling since the world actually changes around them.
In terms of gameplay and fun factor, I'm not a big fan of clicker games, so maybe I'm not the correct audience, but I still think this is one that's pretty well made and it seems like the upgrades tie in nicely to your concept. If I'm not mistaken, you have two upgrades for your damage, one for your speed, and one for your passive money, right? If this is correct, my only suggestion would be to add some sort of visual feedback to the upgrades that affect your mech. The money one feels stronger as you upgrade it since you see so many more coins - doing something like this for the speed, like, for example, your "walk cycle" getting a bit faster, and the world moving faster as you upgrade it, would go a long way to making the progression in the clicker game feel more connected to the concept of the travelling Mech, and giving the player a stronger sense of progression and agency.
Audio-wise, I like the music you've chosen. I'm sad that I couldn't get to hear the voice acting you mentioned in your description, since I feel like it could've helped greatly to give me something to latch on to while I clicked away to buy more upgrades.
Overall, cool entry, with a very original concept. I'd love to see a version with the voice acting and a bit more polish! Keep up the good work!
I think this is a pretty interesting and original take for the Mech Jam, since it's all so heavily associated with fighting and guns and stuff!
I think the mini games are solid, although sometimes they are very quiet and there's no music in some of them. They're intuitive enough that I could play them without having an instructions screen like what you might find in Mario Party or stuff like that.
I feel like the fun factor could use a bit more work - the game could benefit from more visual and audio feedback so that the game feels a bit more responsive. Something like colorful ways to display your points, cutesy particle effects, and "ding!" sorts of sounds could help a great deal in giving the player a more engaging experience!
The visuals worked pretty well together, in my opinion.
I loved the idea and execution overall!
The ship building feels satisfying and the controls feel really unique and functional.
The music works really well and the art looks really good!
In terms of feedback:
I think, while the ship building is really cool, it can be a bit annoying to have to build a ship at the start of every run since it can take a while. Maybe it would be cool to have the option to run with that same ship or build a new one, although I understand that might cause people to not engage with the ship building or just try to get the most "optimal" layout.
In my first run it seems like I built below what is actually permitted? I had secondary thrusters one level down from my main one, and I got stuck and couldn't even take off lol!
The lateral stabilizers felt a bit too jumpy for me in the context of the game. They work kind of like a dash but I think it would feel a bit better if they worked more like your other thrusters but for your sides. I feel like that would leverage the familiarity the player builds with the thruster controls to have a more "reliable" component.
Great entry, keep up the good work!
Oh crap, was I dying this whole time? The end was kind of a shocking reveal lol!
The main mechanic of seeing portal through enemies is fun!
I liked the art, it feels pretty, cute, and cohesive.
The music and sound matched the art and gameplay pretty well!
In terms of feedback:
Sometimes I would just walk around impatiently until I found the portal before the enemies passed over it, resulting in me getting some pretty quick levels that felt kind of lucky!
I felt like the button level could've been communicated a bit better. Since most enemies are colored shapes, I expected this colored shape to also be bad. I ran for a bit around in the first level that introduced them before I decided to risk it by touching it. Maybe it could have a different sprite or something!
In terms of the music, I think it fits pretty well, but it feels a bit distracting when the loop is ending because the fade out is a bit pronounced. To fix this, if you got the file from somewhere else, you could search "How to create a seamless ambient loop" in Youtube to see a more detailed explanation. If you made the music yourself, you could just print/bounce export the file with the final reverberation tail, import it again in your DAW, then cut the final reverb tail, put it in a separate track, and put it at the start of the file. This way, when you loop it it'll be seamless, since the final part will match exactly with the audio tail while continuing to play the main part.
Very cool concept and entry, keep up the good work!
Very cool idea!
I particularly liked the music, feels very arcade-y.
The concept in itself is very creative, I like it a lot!
In terms of feedback:
I feel like the gameplay can feel a bit "solvable". Eventually I figured out I could beat pretty much everything by angling myself correctly and walking backwards a bit after every hit. Nothing can touch you if you do that, so maybe having some different enemy behavior could work very well here!
It feels like the rewards enemies give you are a bit small. I got two upgrades into attack in the fifth wave, point by which I started to feel like I should have another weapon or something. Maybe those could be linked to levels or be degradable weapons or something, because it felt like I needed to have played a lot more to get to them!
Very cool, keep up the good work!
Really cool entry!
The gameplay feels good in each individual mini-game, it's a good mini-game collection. I got second in the first minigame and it felt super good.
The art all looks good and coherent, it's a good touch that you can customize your character.
The music works pretty well, and some of the voice clips you used have this "SUPERHOT" quality to them that works very well.
In terms of feedback:
Maybe naming your inmate should be obligatory, the first time I played I missed that and then my score got entered as an empty field. Saw others like that, too!
The aim in the basketball one felt a bit off. Maybe the character is angled to the side, but I found the best strategy was to aim for the upper right inner corner and then move a bit up.
It'd be super cool to be able to select specific mini-games and repeat mini-games after you've played them. I would've liked playing some of them again, but going through every one in order would've been a bit much for me.
Overall, very solid game! Keep up the good work!
Really cool entry!
The game feels great to play.
The game looks good, the mix between 3D and top down works wonders, and the addition of height also works really well.
I would've liked some music, but the sound effects work!
In terms of feedback:
It seems like the tutorial can only be played once. I accidentally exited earlier and couldn't play it again, so I had to guess my way through the real game.
I was really confused by starting with no weapon, since I had no way of opening the crates. Then I eventually saw the pistol and it started to make more sense for me.
Because of how guards work, it is possible for them to touch you, push you around, and shoot you but still miss you. Maybe this is because the projectile spawns inside your collider!
Solid entry, keep up the good work!
PS: I think it would've been cool for this entry to be a WebGL build! It definitely means more people will play it. Is there any specific reason you built it stand-alone?