Amazing! I really like some of the cool visual effects and the room changing. Very trippy
deathbydragonfire
Creator of
Recent community posts
This is great. The art is good, I love the design of the character the enemies. I was definitely confused at first about what to do. It was very hard to interact with the objects, as you had to click on the exact right spot on them. The boss is epic, very good feel and I love that it has two distinct stages. I would love to see more of this game.
Honestly, this game is confusing. I am sure this is intentional, but it doesn't make it less true. I played with it for a few minutes and clicked all the buttons. And definitely seemed to be heading towards that melt-down. I do like that the stuff switches places. It was subtle enough that at first I wasn't sure if it was actually switched or if I was remembering wrong, so that element worked well.
Fair enough. I usually spend a game jam programming and never make it to the level design side of things, so this time I wanted to try out something cool I had found. The level itself and several of the assets were custom made. Horror Engine also has no documentation, so this was as much an exercise in black box testing as anything else, lol.
Also, I was planning on having some kind of enemies appear once you completed the puzzle, Amnesia style, but I didn't have time to do them well and so decided for the sake of maintaining the overall quality I would just leave them out.
This game is adorable. Crooper kids are very spoopy. It took me a while to figure out how exactly to throw, but once I got it down I was good to go. My main complaint is with balance. Against Crooper Kids I was unstoppable, they literally never hit me. However, the vampire bully never missed. I'm honestly not sure how this can even really be balanced, perhaps if there was some dodge mechanic so it was more of a bang-bang-shoot-shoot type thing? Basically, there is no risk vs reward in this gameplay, which basically means you have a certain number of mistakes you can make before you are mathematically hosed.
This game is brimming with character. All the little rats are great, the jokes are funny. Feels very Undertale in that respect. The music and sound in general is excellent. I love the little 'pitter patter' running sound. The animations are serviceable, though I did notice that the running animation finishes its full loop before returning to idle. This isn't a difficult fix for next time, and makes a huge difference as far as making animations feel snappy.
I missed the initial conversation with the principle as I didn't know I was meant to go talk to him first. From the other conversations I did figure out I was meant to go to the basement. While this is obviously down, I didn't otherwise have much of a clue where I was going, and I found that the different areas of the level seemed to look much the same. Once I got to the basement, I was able to simply jump over the traps rather than needing to disable them. What did end up trapping me was a pit I fell into under a set of platforms. There was no way to get out, and our poor class president starved to death.
This is a cool little visual novel. The art itself is good, though it seems to be quite low resolution for some reason. I was a little disappointed that there didn't seem to be any gameplay, as I thought there might be some kind of witch's brew themed puzzle at the end. Also, you had an error loading the evil smiling picture.
The artwork is beautiful. Absolutely rich backgrounds and great character design. Animations are functional though a little sparse. The music is great. However, I do wish there were some sound effects to give queues to stuff like taking damage, and a sound effect when your character touches down from a fall would have helped sell it.
As far as gameplay, obviously you guys had some time constraints on your programmers which limited your options. I do have a few critiques about the design of it though. I really like the crumbling platforms, and I think they are easy to visually understand on a first pass. On the other hand, the design of your enemies causes problems. Our girl's range is just too short to be able to pass enemies without taking damage (at least for me).
Overall, extremely well done.
This game is cute. I like all the enemies and the main skeleton. The skeleton was missing his torso for me, which I am pretty sure isn't supposed to be the case. The build of the game you distributed throws up the console with all of your debugging output, and several errors. Specifically the errors I saw came when trying to animate going down the ladder. Also spiders spawned inside of walls, but even Minecraft can't get that right so whatever.
Good job
I love the destructible cover, and the design of the levels themselves is great for instantly visually understanding them, which is obviously very important in a game where time is of the essence. I did run into a level where either I did not spawn or I spawned inside of something and was unable to continue playing. The sound feels very retro-arcade, and I mean really retro. It's kinda ok and definitely utilitarian, but doesn't really seem to fit as well with the .io styling of the game. Also, it is very grating to hear for more than a few minutes, and is important to gameplay so can't just be muted.
Overall, well done.
This was cool. A little more information about how the game works would have been nice as it took me a while to figure out there were different materials to build with. This is pretty nostalgic back to Cool "Math" Games which I enjoyed, and the theming is great.
Unfortunately, the game isn't fully functional. After the first level, things seem to go downhill. I'm sure you know this though, only so much you can do in the short time. My other gripe is the inability (at least as far as I could tell) to switch which node your bridge was coming off of. This meant I had to backtrack to build some of the things I wanted to, technically laying down duplicate bridges.
Hey, I played through your game and thought it was pretty cool. I have a few points of feedback that might be helpful for next time.
In the initial forest area, there were a lot of invisible walls, which I found somewhat frustrating. Next time, if you want the player to take a set path, there should be environmental queues of where exactly they can and cannot go.
I noticed that your textures tiled a lot, especially in the mine. This can be reduced significantly by increasing the size that the texture appears on the object. Most ground cover textures are meant to be blown up pretty big across a surface. Here is a link to a forum post explaining how to do this in Unity. If you are texturing a custom object, or some object you got online that doesn't already come with a material, I would recommend trying out Substance Painter. It is free for students and very easy to use. It even comes with a bunch of "smart materials" which automatically look good based on the object's geometry.