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CSGOLover

10
Posts
A member registered 93 days ago

Recent community posts

One of the few submissions which utilises freedom to interpret the language of the theme to its benefit. Using "scale" as it pertains to the consumption of fish makes this submission stand out. The puzzles do feel a little too linear in that the game will present 'targetted' amount of tiles used while some levels only have one posible solution.

A massive positive feature is the ability to choose any level without unlocking or playing the previous. Many other submissions lack this feature to their own detriment as players never get to see final levels of puzzles or platformers after growing bored of the introductory and simple levels at the beginning.

Unfortunately the game lacks animation, but the design is well organized and concise. Bugs which cause the game to require restart are rendered not impactful by the ability to select any level.

I question the integrity of attributing credit towards a parrot as a co-developer.

Fun concept, slightly poor execution. Lack of direction on level 3. Music is elevated through the humour of the developer pointing it out explicitly. I particularly enjoyed the use of percussion to create sound FX, while using only one instrument.

It's alright but very lackluster. Lacks difficulty. The biggest point of contest is likely the application (as you put it "the execution") of the theme and the discrepancy between the material used for inspiration and the end product. 

A great attempt nonetheless! Well done!

Shrinking enemies to change their threat level by altering their size and subsequentially their projectile size is a very good application of the theme. Overall a great game, though I find it lacks interaction with the world/level. The game seems to predominantly operate between player and hostile NPC. 

Discoverable powerups and destructible objects of the environment would be welcome additions to the gameplay. Given more time and effort, a system of metaprogression could be implemented where players spend resources to upgrade their stats permanently, for example. Perhaps using currency gained from traversing the map and destroying chests.

The whale sprite is wonderfully illustrated. A shame that its detail and style does not match the rest of the world, however, this is hardly a drawback of the game. 

I find issue with the use of symbols in the "build" menu. Consider that signifiers should either: immitate what they are meant to signify, have a relationship with the subject being signified that is determined through sociocultural consensus, or have a sort of causal connection to the subject being signified. 

Applying this knowledge, one might see how the "Octopus" symbol is easy to understand for most readers. However, they might notice that the second row of two symbols is difficult to decipher without additional information (for example, language/text). Consider making sure that readers and players can access the game and it's newly created information equally and easily. Of course, a player can use trial and error to observe changes to the game from selecting different symbols, though I wouldn't consider that more efficient and accessible than naming original symbols first and foremost.

It's chaotic, it's entertaining, it's fun. It lacks replayability, variety, and length/content. It is an adaptation of certain very popular mobile games, although I can't know how much these influenced you (if at all), therefore I would value it as a neutral observation. 

(Spoilers below)

I will attribute points for worldbuilding, narrative writing, and thematic choices through literary devices. The music and scenery juxtaposes the grim destruction being ensued. The horrific elements of narrative are foreshadowed through language used, i.e., the term "sacrifice" serves as a precursor for the underlying purpose of the players action. This element is reinforced and embellished by the surreal illustration of a giant smiling head which speaks ominously as it consumes that which you present it with (the souls and carcuses of the masses, their homes and vehicles, the very fibres of their economic, social, and cultural domains).

Strangely enjoyable. More than many other games I have tried, despite the game's lack of replayability and depth. That being said, there isn't much here. Congratulations on fleshing out an idea and creating a game with it. If you adapted and evolved this further into something with more content, it could truly be a wonderful experience.

Application of physics is refreshing and enjoyable at first but leaves much to be desired. I wouldn't call it fair to hold you to an abusrdly high standard and rate you poorly for lack of realism, of course. Nevertheless, if the constrcuted functions (in-game) of intertia and mass hinder the gameplay, it is a shame as a player. 

Controls felt a little inprecise but not so much that it was an issue. However, I would question the acceleration system and maximum velocity a little bit.

Contrary to other comments I have read on this submission, I believe the game is not difficult. Howver, in my personal experience I encountered many game breaking bugs which forced me to restart the game in its entirety. This was unfortunate, yet I did give many chances to ensure I could see as much as possible before giving up on replaying the first levels on repeat to reach my previous point of progression. 

From what I could ascertain, there is no way to deselect blocks once held (perhaps this was bugged). There were times where nothing could be placed and a reset was necessary. I also struggled with moving the camera if a block was selected. I think this issue stems partly from the fact that the controls are extremely limited and partly from the settings/controls menu being inaccessible.

My biggest issue with this game is how the disconnected title screen/menu covers both sides of the screen, at many times, hindering player ability to access vital information due to lack of vision. Perhaps, a solution for this issue would be to make the title screen completely disappear, and alow players to retrieve the menu from its minimised position. Not only does the menu interfere with visibility of the game, it's actually designed in a way that interferes with the gameplay by providing a "play" button that would reset the game and clashes with the existence of the "done" button in the bottom right corner. Consider how 'front-and-centre' the (essentially) useless "play" button is compared to the far more vital "done" button.

Simple and correctly adheres to the theme. Lacks differentiation in my subjective opinion; the variety which does exist isn't super fun. Brightness not suitable for all players, furthermore, design is not suitable for all players in terms of accessibility. Consider how dark valuable information appears (such as the exit). Also consider that not all players can distinguish between red and blue correctly, text or symbols (to be explained in the tutorial section) would have remedied this issue. Perhaps a system where the player grabs and places crates/blocks would create a more interactive game where players have a lot more control and agency. In every level, I constantly noticed inconsistencies in how far blocks are moved upon interaction, making 'restarts' necessary. Additionally, I believe that such a method of interacting with blocks could open up avenues for more complex level design, because as it stands, the puzzles are very simple. Requiring an input or more on the correct side of an object