- The main menu is basic, but is better than no main menu at all! Could use a controls/how to play button
- The goal of the game was unclear, and I never got my head around it
- There seemed to be no winning or losing conditions
- The general concept was interesting, the decreasing health
- The assets weren't clear as to what they were and blended in with the background
brismi
Creator of
Recent community posts
- Main menu sets the tone of the game, kind of silly, but possibly action/thriller?
- The goal was unclear, even when I figured out what sort of game this was intended to be
- The camera a-la FNaF is interesting and could be really well utilised if worked on further
- I couldn't find any winning/losing conditions
- The game concept is humorous and relevant to the current times, I can picture this being a good parody game
- The in - game menu is good, and I love that the controls are written in that menu
- A menu would beneficial
- The goal of the game was unclear, and I never figured it out
- The number decreasing and flashing on the monitor was very ominous and set the tone
- The slow change in lighting was brilliant, paired well with the monitor in terms of pacing
- The ending felt "off" considering the amount of tension already built up, I even took my headphones off, bracing for a jump scare or something to scare me
- Simple main menu that does the job, having a controls/how to button would be beneficial
- Sound effects fit the retro feel of the game, points for nostalgia!
- It's not initially clear as to what the goal of the game is, but due to it being a platformer, I assumed it was "get to the end and collect stuff" as that usually is the goal of platformers
- It felt like the screen blur was inconsistent at the start of the game, sometimes if was clear-ish, sometimes it was very blurry
- The UI was really simple, only the time remaining, which allows the player to focus on going fast and outrunning the timer
- The gameplay was all over the place in an entertaining way, I bounced everywhere when I hit enemies and tried to jump to high platforms using this, and it was fun trying to pull of weird manoeuvres
- It did feel a bit too difficult for the average player as the allotted time was quite short
- The rising lava was a great touch, adds that sense of urgency that eventually leads to a frantic experience (this is good!)
- Main menu is awesome, options menu works and I can easily adjust the volume of audio and all other buttons work as expected, if there were a controls/how to play section, it would be perfect
- Straight away, the audio is great, sets a fun tone for the game
- The main menu art is fantastic really well done and immediately tells the player the setting of the game
- The goal of the game isn't immediately clear, but after playing 2-3 times and carefully watching the UI, I figured it out, a prompt at the start of the game would be useful here
- The sprites throughout the game are consistent and fitting with the theme
- The background audio in-game felt a little bit ill-fitting due to the menu music being quite vibrant by comparison
- The game concept itself is a brilliant interpretation of the brief and hits the mark in almost every area
- The oxygen depletion almost works as a timer that the player refills when going up for oxygen (which is really well programmed and a creative solution)
- The UI is noninvasive, but clearly displays information to the player using visual and numeric indicators of changing variables, making it more accessible
- Great main menu, would benefit from a quit button and a how to play/controls buttons
- The main menu backdrop is the same as the start of the game, which sort of works
- The artwork for both scenes are consistent and set the tone for the game, creepy
- The UI is made up of just a timer, and I can picture it working in a full game
- The game automatically ends when you click on the door labelled "exit"
- The goal of the game is unclear, but I vaguely got the idea after playing once or twice, but regardless, it seems there is no challenge
- Audio would be beneficial, even just quiet ambient noise would work great here
- Great minimal main menu, could benefit from controls/instructions button
- All buttons work as expected
- The game was really hard to see, I understand this is the main concept of the game, but even the small amount of light given was barely enough
- Could use a brighter torch and brighter light emission from coins or possibly a larger lighted area
- The UI is great, simple and easy to understand
- The use of a visual timer over a numeric timer keeps the UI tidy and makes it more accessible to different players
- The coin counter was great, numbers are best here, however I was unsure as to why I was collecting them and if I need to collect them all to win, if this is the case, having 0/10 coins rather than just the number collected so far, would work better
- The aim of the game was unclear, and I finished play testing before I could figure out what the goal was
- The game concept, however, is brilliant! Using darkness in a platformer is refreshing to say the least and gives the game more of a puzzle game feel
- I was unsure on how to approach the "zombies" and opted to just walk into them, taking damage and doing so just so that they were out of the way
- Brilliant main menu with buttons for several sub-menus (only button working is play)
- The cropping for the main menu is small and could be solved by changing the scene resolution
- The quit button doesn't work as expected
- The goal of the game was not obvious, even after several plays, the witch at the top of the screen suggested a boss battle style game whilst the decreating health/time suggested that I had to beat the clock to do something
- The player health decreases very quickly which reduces total playtime
- I appreciate the retry button as it makes it much easier to replay without re-opening the whole game
- The sprites were well-made and fit the overall theming that is suggested from the game title
- Audio feedback would be beneficial
- The UI is very simple, but understandable at a glance in addition to is appearing aesthetically pleasing
- I appreciate that I can play this in browser!
- A start menu with instructions would be beneficial
- Audio feedback when picking up logs would make it feel like I'm putting them in my inventory instead of numbers
- The UI is brilliant, it's not intrusive, every piece of information is useful, it's easy to read AND there were design decisions made for the log counter to be identifiable even if the player hasn't read the instruction at the top
- The main goal was unclear and took a few tries to understand exactly what I was doing, but once I understood, the concept was really cool!
- The gameplay was simple, but effective
- The assets were clear and it was obvious as to the setting
- The gameplay is very frantic and kept me on the edge of my seat, brilliant!
- I appreciate that I can play this in browser!
- A start menu with instructions would be beneficial
- Audio feedback when picking up logs would make it feel like I'm putting them in my inventory instead of numbers
- The UI is brilliant, it's not intrusive, every piece of information is useful, it's easy to read AND there were design decisions made for the log counter to be identifiable even if the player hasn't read the instruction at the top
- The main goal was unclear and took a few tries to understand exactly what I was doing, but once I understood, the concept was really cool!
- The gameplay was simple, but effective
- The assets were clear and it was obvious as to the setting
- The gameplay is very frantic and kept me on the edge of my seat, brilliant!
- Could benefit from a main menu with instructions
- The sourced sprites were decent, but the sand timer asset didn't fit the pixelated aesthetic of the other assets
- The game mechanics were interesting and worked well
- I appreciated the double jump as it gave me more control over the player character
- The goal of the game was unclear to begin with, but didn't take too long to figure it out
- Any audio feedback would be beneficial, especially when collecting the hourglasses
- The scoring system, if there was one, was unclear, could be solved by adding a timer
- Retry and Quit buttons don't function as expected
- Main menu was simple, but did the job, would benefit from an instructions/controls button
- The in-game UI is showing in the Main Menu which makes the menu a bit busy looking
- The gun shot when clicking play game is cool, audio feedback for buttons that fits with the game is always nice to see and adds a bit of polish
- The sprites (which I assume are sourced?) are great and set the scene of the game well, a science lab where an experiment has gone wrong!
- The shop seems partially functional, but very impressive that you got it working in such a short time frame in the first place, nice one
- The gameplay is straight forward to understand after figuring out the controls
- The point and click to shoot mechanic is cool and really easy to get the hang off, avoids any frustrating control issues
- The whole concept of a wave based point and shoot is really fun and I can picture myself playing this for a while to try and beat my own high score
- Good main menu, is the game called "Gamey Thing"? Could use an instructions/controls button
- I don't think the loading screen was necessary as there isn't much to actually load up(?)
- Gameplay was very slow, but quickly became frantic and very difficult
- Can only shoot sideways, which made the game frustrating to play
- The goal of the game took a while to figure out, same with the shoot button as it wasn't obvious without controls/instructions
- Main menu music felt silly in a good way, considering the game is about shooting seagulls and reaping their power ups stored inside them
- In the main menu, photographs from the real world placed in a video game are always comedically out of place, made me laugh
- The copy written music fit the game well, but isn't royalty free which can lead to a lot of issues in development
- I liked the power ups, they added a bit more in terms of play experience, some players might want to be really fast and other players might want to keep their health at full
- The UI was simple, easy to understand and easy to see
- A main menu with instructions would be beneficial
- The music was very ominous and put me on edge immediately
- The number of coins was clear to see in the white text against the dark background of the game
- The lighting quickly demonstrated the game genre and the emotions that are going to be triggered during play
- Giving the player a short range light was brilliant, really added to the anticipation
- Placing the player in viewing range of the threat was great, it demonstrated the threat straight away, without throwing the player in the deep end on game start
- The enemy sprite was creepy, but coloured in such a way that it blends in, but is also easy to see, which makes actually playing the game and tracking the enemy harder, but not impossible
- I reached 16 coins and there wasn't a winning screen or anything that suggested that I had finished, and if I didn't actually collect all the coins, it was really hard to find more after I hit 16
- The luminescence from the coins was helpful when getting down to the last couple as I'd only have to walk around for a minute or so before seeing a coin in the distance and planning how to get there without getting caught
- Overall, this is a really well-made game that elicits classic horror game emotions, even in a short space of time
- Main menu was plain, but functional. Could use an instructions button
- Options menu didn't have a button to go back to the main menu so had to restart the game
- Unsure if the options menu was necessary or did what it said it did
- The music included was nice to have, but didn't feel like it fit thematically
- Glad that there is a try again button!
- Theming is somewhat clear, I saw it as a superhero style game
- Assets were recognisable with the theming and fit well
- Movement felt a bit floaty as it took a while to get down after jumping really high
- Score was clear that it related to seconds and was easy to see on the screen
- The goal of the game was suggested by the score going up the longer you survived
- Quit button didn't quit the application as expected
- The game would benefit from a main menu with instructions
- The audio included was well fitting with the theme, but the "audio jungle" style audio-watermark was off-putting, royalty free audio would do fine
- The visual theming was great! I knew exactly what everything was supposed to be and how it all fit together
- The screen was on the left side and resembled a mobile game, which is cool! However, it felt weird having it on the far left of the screen rather than the middle
- Gameplay was straightforward to get to grips with
- Controlling the player character was tricky, so the game got frustrating quite quickly
- Cute main menu that demonstrates the theme of the game straight away, an instructions section would be a nice addition
- Love the assets, cohesive and all resemble items that would fit the game thematically
- The inclusion of music was great, not too high tempo but not too slow, keeps the pace well
- The game mechanic is easy to learn almost straight away
- The goal of the game was clear, even without a specific prompt
- A really cute and charming game overall with a fun theme and clear replayability as a clicker game
- A main menu with instructions would be beneficial
- The game was fairly easy to understand as it imitates a physical arcade game that most would be acquainted with
- The goal scoring screen effect is very disorienting, the flash of light worked well though
- The goal scoring sound effect was dramatic, but wasn't off-putting
- The physics were inconsistent, but well-done and ambitious considering the time frame!
- I liked the changing sticker on the table whenever I had to restart, was nice to look at something different every so often, good polish for the time constraints
- Overall, an ambitious game that was entertaining to play
- Main menu and instructions would be beneficial
- Mouse follow was really smooth
- Gameplay was easy to pick up after trying a few times
- The strength cone coming out from the player was visually polished, but didn't function as expected
- Was nice to see my score in the top left
- Unsure of what the significance of the number in the top right was
- Assets were mostly recognisable and fit with the overall theming of the game
- Explosions are always fun and the timing between throwing the grenade and it exploding was interesting because I found myself timing out how long it took to explode and how far away it needs to be to hit more than one enemy
- A losing condition would improve the game
- Would benefit from a main menu with instructions
- Assets were cute
- Overall theming of the game was unclear
- The goal was unclear, figured it out after a few tries, but was unable to win or lose
- I was unsure on why I had to collide with the red cubes, but I did anyway
- The game crashed around 20 seconds in to the game (application was open, but the player wouldn't move, and the green cubes wouldn't change to red as expected)
- Main menu was great, would've been even better with a button for instructions
- The background for the main menu defined the theme of the game and helped set the tone
- Audio feedback on the button was nice, always pleasant to hear something to confirm a button press
- In game audio was great too, the shooting noise was futuristic and fit the player sprite well
- The toy squish noise on enemy kill was very well fitting and worked well to keep the theme consistent throughout
- The introduction of the aggressive lions was startling, but good. The difficulty spike took me by surprise, but kept me hooked and wanting to play more to get past them
- The jump in difficulty however, was a bit too sharp, which made it hard to play for longer than 20 seconds at a time
- The asset difference for the regular vs aggressive lions makes it clear that these new enemies were harder to beat
- Would be nice to have a main menu with instructions and start button
- A replay button would also be beneficial as I have to load up the game every time I lose
- Took a while to figure out what the goal of the game was, but was great when I finally did!
- Score is partially concealed by one of the present sprites
- Overall theming is consistent and recognisable
- Background music is slightly frantic, which adds to the feel of the game
- Unsure on whether it was intentional, but when the snowman hit the wall or the presents, he started spinning on his axis, and it was fun! It felt out of control, but added an extra bit of excitement during gameplay
- Would be nice to have a menu and instructions
- Easy to understand the concept and goal just by looking at the screen
- There isn't anyway to win or lose
- Having a number of coins collected on the UI would be good
- The audio feedback when collecting the coins is great, makes me want to collect as many as I can!
- The torch is a nice touch and helps solidify the setting (dark place with walls and aliens)
- The smaller rooms add some variety and could make the player take risks by going into a small room whilst being followed by aliens, which is always fun
- Options menu would be easier to read if it was a list rather than the way it was arranged
- Options menu functioned as a "Controls" button and doesn't make much sense, but I'm glad that the controls were included
- Recognisable assets
- Quick to understand what the player has to do
- Would be better with a timer, winning and losing conditions
- Overall, fun to play
- Lovely background for the starting menu, lets us know that time passing in-game is something to expect
- The "nighttime" background that shows at the start menu every so often makes it difficult to read the game title
- Putting the eyeball into the cauldron is a creative way to start a game, really cool!
- It's not too clear that the eyeball is essentially a play button, I only knew because of the game notes
- The music for the main menu is lovely and well-fitting, spent a while listening to it whilst writing out the first half of this feedback, and it didn't get annoying!
- Unsure what the other two items on the main menu would be used for in the future
- The start game audio felt a little long, but that could come down to my personal preference
- The audio whilst talking to the wizard fits really well and feels nostalgic
- I really like the simplistic style, I can't pinpoint what exactly makes it feel nostalgic, but it somehow triggers that feeling very well
- The character audio is brilliant, the little "oooOo" at the start made me chuckle along with the Banjo-Kazooie style talking audio
- The use of the witches laugh when the wizard mentions witches and warlocks was great, love the attention to detail!
- The whole introduction scene gives us an idea of what we as the player will be doing and give us an idea of what to expect
- When the game starts, the audio cuts off which broke the immersion for me
- The visuals feel very dark compared to the beginning of the game
- Would be nice to have some audio feedback when picking up the items and when buying/selling
- It's unclear what I have to do straight away, but my first instinct was to pick up the items and use them
TLDR; A really nostalgic feeling game with plenty of charm, I can't wait to see the final game!
- Cool starting screen!
- Power ups pop up in the tutorial is very wordy, a one or two short sentences and simple diagrams are usually sufficient
- There is no back button in the high score section
- Would be cool if each power up looked different for strategic purposes
- The post-tutorial game level feels very dark compared to the brightness of the tutorial
- Unsure as to why there are two level start prompts, new game and press space to start
- Pop-ups were very wordy, could be replaced with one sentence and possibly icons
- The "Esc" and "health" UI elements are unable to be seen in full screen mode and slightly cut off in windowed mode (on itch)
- On both winning screen, the "reload level' and the "quit" buttons were cut off in full screen mode (on itch)
- In full screen mode, on both levels' winning screen, a strip of navy blue and a red line (possibly another scene?) can be seen on the left
- Health bars were really beneficial, made me feel a bit more in control
- Unsure of what LMB means? Possibly left mouse button, but didn't recognize the abbreviation
- Grenade doesn't do splash damage as expected, took a few plays to realise that it works more like a "throwing axe" or something, rather than a bomb
- The stone trap didn't do as much damage as anticipated, expected it to leave the zombie with 1hp, but took several shots to kill it
- The tutorial button/lever pulling pop-up has a typo. "Pull the level"
- Unable to jump in the first level, but able to jump in the second level?
- Can place unlimited traps with only 1 grenade
- Took a while to figure out what I was doing and after a few plays, still didn't know how to use the grenade
- The "e" key being used to interact with items is universal to most people who play games, but would've been nice to have the doors act in the same way since it confused me every time I went up to a door that I had to press W or S depending on the door
- It's hard to tell what sort of damage I am doing to the zombies, adding a health bar or sprites that look different depending on the damage dealt would be useful as a visual signifier
- Sometimes the zombies will go through doors (which was frightening when they did!) but sometimes they won't
- I couldn't close the pit once I'd opened it, which I did the second I saw it! Not sure if that was implemented on purpose to make the player plan ahead or not
- I really enjoyed the zombies coming through the doors, I didn't expect it, and it genuinely made me panic!
Interesting concept, easy to get to grips with and understand after completing the tutorial and playing a round or two!
I understand that this may be a simplified version of the games' aesthetics, but the minimal approach is appealing, adding some futuristic effects and audio would compliment this well.
Using W and S felt a bit odd since most games opt for the space bar as a jump, but that could come down to my personal preference.
There was a lot of text in the tutorial regarding power ups, I didn't read them on my first play. I saw the word power up and understood what it meant.
The UI could do with being bigger or not being there at all in the finished game.
Overall, I look forward to seeing how the game develops :)
- Really cool concept, creative response to the prompt
- Interesting story, plenty of room for meta story development if desired
- I was extremely invested in the story and couldn't tell which way it was going to go, well done
- Good gameplay, works well as a game experience by having intrinsic motivators (by improving your touch typing skills in game, you get better)
- Brilliant mechanics considering the week deadline!
- Simple but effective visual design to draw attention to the areas of interest
- The "fail" sound/screen is very jarring and off-putting to the point where I didn't want to play after failing around 2-3 times
- A sense of accomplishment in the scoring system, very inventive way to show scoring via the amount of people you saved (apologies if that's not related to scoring at all!)
- Solid main menu soundtrack
- Game soundtrack loop gets a bit annoying after several playthroughs
- Straight forward gameplay, makes me want to beat my own score
- Can't see the score at the end of the game so hard to tell if I've done well or not
- Would be nice to have a timer to keep track of time
- Audio queues would be cool along with visual effects like a squelching sound