The movement is so good that i had fun playing on a trackpad, very snappy and responsive and the sensitivity is just right. I think the game could've leaned more into the theme. Other than that, there isn't much to say about this project other than its fun and you guys did a good job
It's Tim
Recent community posts
I like the concept, the art is charming, and the character is fun. I ended up reading all of the text instead of skipping. Really great game good job. The interpretation of the theme was a bit safe, next time try doing smth a bit more unique and risky. I think it ended up working out for you though, because everyone thought of this idea and no one actually did it.
what da freak?
ok so the art is very interesting and the actual game is really cool too but there's no user input its all just simulated. clearly, you're good enough to make a visually intriguing project. Maybe next jam team up with someone who can do sound design/music or someone who can do game design. if ur gonna go solo, then I think you should start with the gameplay. The first thing is to interpret the theme, and then come up with a concept to drive your game. you should be able to quickly make a small version of the game with no art that's somewhat fun to play. what this feels like is u just kept working on a shaky foundation and made something cool that isn't very fun and doesn't have much to do with the theme. overall it's very cool and I really hope you take a crack at it again. this time with another person or 2.
really cool art, really great music, lots of juice.
I have no idea what the items do so money feels useless after the re-roll section. The actual gameplay is just a cutscene... I also have no idea what this has to do with the theme. Also, I know the video said you can use assets from whatever but I don't think that meant AI art, idk. Anyway the lil items look like AI art so just focus less on art next time. Like the game looks and sounds great but that energy could've gone into finding a more interesting interpretation of the theme and a more fun gameplay loop. If I took out the music, the juice, the art, and replaced it with simple shapes, then the game wouldn't be good at all, there'd be nothing left.
This game has a good amount of juice to it I like it a lot and I like the art a lot. I think the scaling could've been e and q and maybe interact could've been f (c and v work fine since you don't have to scale while moving). The upgrade menu has too many words, the words are too small, and the picture isn't big enough. If the game isn't going to pause while I'm in the shop, then it should be easier to buy things. Ghosts often got stuck on objects leaving me to have to go find them. Getting money is a lil too hard, maybe its just cus I had to go hunting for the ghosts instead of them coming to me.
Wow that was a really good game.
Ok so at first I kinda hated the music but you guys did a really good job. The music speeds up and increases in pitch as time goes on and the game-end bit is a good touch. Speaking of that timer though, It really shouldn't be going before the game even starts, but once you learn the controls u never need to read the guy's words again (which is lowkey a shame because I liked the lil speaker guy).
A few nitpicks:
- wasd is cool but if I'm not using my mouse, then I expect to be able to use the arrow keys
- cycling thru a menu should almost always have a preview of what's next/previous. I like how it made the game more hectic but that could've been done in other ways than a slightly frustrating menu. it wasn't bad tho (there were only 4 options anyway) but as time goes on and you unlock more colors I imagine it gets more annoying
- The "scaling" part of the game could have been more focused. It felt more like an afterthought.
The game is very fun once you figure out the controls. I was reading the stupid narrator's words at the beginning before i realized the controls are just in the description. After i found that, the game was much more fun. The wood block things are pretty much useless and i never ended up using the scale feature. There was a grid but it wasn't truly a grid so when items fell over or got scaled weirdly, it would just break that part of the world until that piece was destroyed (I'm on mac with a trackpad and i couldn't destroy buildings with right click)