Initial Impression:
- The icon can be more exciting to drive players to want to pick up your game |
Core Mechanics Feedback:
- The keypress timing seems on point and fair - However, some combination of keypresses might be too hard for a play tester - Good music choice |
Flow/Clarity:
- The clarity of what I should do is great! Visual effects such as "Good" "Perfect" communicate clearly what I am supposed to do - It took me around 15 seconds to realize what I was supposed to do, a low effort way to improve flow might be using the tactics used by It Takes Two to introduce minigame rules. For example, check out timestamp: 16:29 |
Immersion/Engagement:
- Random time where no arrows show up disrupt the immersion. Games of similar genre seemed to have a steady pace of arrow outputs |
UI/UX:
- Multiplier and score can be made more noticeable without detracting eyesight from gameplay |
Overall Impression: - Good improvement, most people and I will not be able to do what you have been doing 5 weeks into Unity. Keep up the progress! |
CJLee
Creator of
Recent community posts
Good artistic theme overall, tying the collection of vinyl records with the music store setting. Its also amazing you get it running on the web! I think one of the major issue with the game however is the feel of the character controller. The character does not FEEL fun to control, it could be due to speed, movement, but I suspect a big culprit is Cinemachine. Another issue is the sprint button, there's a quote from somewhere in GDC that says "if there is no reason to not press a button, then there should not be a button". Since you have to run all the time, taking it out might be a better approach. But overall, I like that you are able to make a full game loop, and also create animations (in pictures) of winning/losing states.
This is overall a big step up from your previous games in terms of visuals and gameplay! Its great that you are able to spawn in enemies that have goals of catching up to the player. For further improvements, I would look into adding more depth to the gameplay. Usually minor enemies get killed in 2-3 hits, this will make the gameplay more engaging. Also, adding health to the player in games like this is a must! Difficulty tends to increase exponentially when the player's health decrease. Getting one shotted tends to be a mechanic many players dislike. Great artistic direction this time around, and I can see the game as something others will play and not find boring.
The polish and playstyle makes this look like a real game. The concept of taking a picture with your phone in order to reveal the ghost plays well into your experiment with putting a phone in the game. The amount of things you can do with the phone (such as playing music, going on discord, looking at previously saved photos) is impressive. The lighting and the mood also plays well into the gameplay. For improvement, I would suggest having a separate UI for the gun, since it doesn't make sense for the phone to be able to count the gun's ammo (breaking immersion). Also having periods where the background music doesn't play (and all you hear is your own footsteps) will also add tension to the game. The 3rd map is also broken and its addition subtracts from the overall game's completeness, making it harder for testers to play the game since they have to exit to replay it. Overall very well done, doesn't look like the work of an amateur.
Pretty good given that you are learning a new software and was able to complete it in under 6 hours. The flow was good and the animations were great! If you have more time, I would recommend adding making the level harder by adding hazards and also giving the llama a shine. Also adding things like screen shake when you picked up the llama or giving the llama an animation when it is picked up (floating into the sky and shinning before disappearing) will make the goal of the game more obvious. Good work!
The game works and look just like how I would expect it. Artistically I think you nailed it and there is no further need to improve on that. As long as the game rules work, I do not have any recommendations for improvement. To make the game more presentable, adding a main menu and end game screen will help. Since the game is playable by 2 people, it should have a screen size that fits mobile. Great work!
I can see how idle tapping game can be so addicting. It is easy to pick up and play. The game can used improvement by having the 3D assets match the UI thematically. The game might also be better suited on a vertical layout so that mobile players can play the game discretely. Also the coins appeared out of the fish's tail, if it can appear around the fish it might be more subtle. Aside from that, its impressive you were able to get so much done this week!
I like how you were able to add in the animations and attack logic. For some improvement, I will explore more into particle effects and sound effects improve player feedback. There are also UI images that are included in the package to make the UI buttons/text more attractive, like the ones seen in Justin's fish game. Otherwise, I can see improvement from week to week!
Great work on the game! I also think you covered a lot in this first week, getting the art work done for the main menu and animations are hard to do. It is similar to the game I made 3 weeks ago but with asteroids. In addition to what Justin recommended, I will suggest implementing both screen shake and stop hit whenever you catch an object or when an object hit the ground, this will add a lot to the player's feedback to their own actions. Here's a 4 min video on hitstop:
The animation and the facial expressions on the characters are really cute. I like how the bad character was casted in shadow and have an evil expression on his face. I also like how you build up anticipation for when the player is about to throw out rock/paper/scissor. Overall nice reimagination of the childhood game.
Critically wise, the art style of the stage is more realistic but the character is more toony. Making the stage more toony can make the game more immersive. Also the dark part of the stage / character might be a bit too dark, making it hard for some people to see. Making that part of the stage lighter will still get the message across without making it hard to see. (A common problem i found in RPG since some darker levels are too dark, forcing me to increase the brightness for the entire game)