Wow...
Danielle Unéus
Recent community posts
Its a basic stealth game done well. You seem to have scoped the project perfectly for the showcase, delivering a highly polished browser game. The art looks good, the game play is nice and the music is matching. I feel like I'm missing an interesting mechanic. The game play is functional but pretty plain, it works for me but I'm missing something to keep me hooked for more than 5 minutes.
I love the humor, art and quirky details, it reminded me of the old flash game times. The level design needs iteration, for example the shopping list is to long, I can't plan because I'm to focused on remembering the items. You could've also made more interesting design decisions with the store itself, everything is open which makes me feel overwhelmed. But overall its a brief game with moments of delight - not too bad at all!
First I want to note that this concept is re-treading the exact game play of at least a dozen old flash games. There is nothing original about this game at all.
But, and this is a big but: yours is the first game I've encountered in the show case, to have been scoped for the production budget available. It is not pretty nor original, but it is complete. It is a full experience with almost no extraneous bloat* and leaving lots of obvious room for growth.
It is also well suited for the circumstances of this years showcase! Very few teams thought of the obvious solution to an online-showcase: make a browser based game. It's by far the easiest way to reduce friction and engage players quickly. Your start-menu introducing the basic game interactions is a nice extension of that. Well done there.
Your soundtrack and the constant buzzing sound effect makes me want to stab nails in my ears. It is entirely antithetical to your design goal of a "chill experience". Replace the audio and give us some volume controls, please.
* regarding "almost no bloat": I'm uncertain about the repeated power-ups (eg. three of each type). I didn't play long enough to check how or if different price levels differentiated in any meaningful way. Also: the description texts in the store are far too small to be read on a TV.
Consider playtesting and evaluating your game with settings lowered sometime. The game art- and rendering doesn't scale down well at all for weaker machines. (Are you LODing your assets at all? it seems like the entire world is rendered with full geometry even with minimum draw distance). Since it aims to be an atmospheric and environment-heavy game, it's really important that the art works. The music seem fitting for the intended experience, but the lack of sound design for the main character sticks out like a sore thumb.
The game keeps escalating and adding challenges no matter how the player is doing - meaning we get overwhelmed almost instantly. We can't clearly see the assets we need in the world (the sword in particular tends to blend into the environment and disappear), the control scheme is too complex (why is pick up and action two separate buttons?) and the collision detection too unforgiving (we can hardly get up the stairs). Instead of chaotic fun the game experience is more like an uncontrollable mess.
As a good rule of thumb; don't use more than three fonts in your game. A bit too simple to be engaging, perhaps aimed a very young audience - 3-4 year olds? The level should probably end when only bots remain - it's not much fun watching the game play itself. Some of the level art is a bit confusing; like thorny branches that do no damage. I appreciate the uplifting tone of this game, it was nice to play something cheerful.
The controls for releasing ones ingredients into the cauldron is entirely unreliable - reacting only ones in perhaps ten attempts. There's a potentially interesting game here, but it's very hard to discover recipes on ones own. With the PDF recipe book you're basically asking your player to memorize homework in order to play, which seem like a failure of game design to me.