Thanks man for the video review. Cool to see someone else play. Helps pinpoint areas of improvement with level design.
ElectricCityGames
Creator of
Recent community posts
Thanks for the feedback. That was intentional to force the drawing in real time, but a lot of people are commenting similar things. Perhaps I should have allowed a pan and edit feature before launching to give some time for a "set up" and take a look at the course before going into the "real time drawing" portion.
Sure, gameplay wise, I have a few suggestions. I think the starting shoot speed is a little too slow. I know the idea is to build speed with power ups, but I think the overall fun factor would be better shifting everything to the faster side. Second, for a top down shooter type game I think the player needs some more health. Rather than having a few enemies and a few points of heath, there should be a lot of enemies and a lot of health to give a better feel of action and danger. Lastly, (this one's minor) I think there would be a benefit to have a checkpoint after the tutorial rooms to not have to do it over after the player already understand the basics of the game.
I really liked the idea of this game. I get the feel you were going for with the design, but I think it was just a little too much to have the puzzle buttons be one-time-use along with the difficult jumps from the platform aspect. If it was just the puzzle aspect (like the first level) it wasn't as frustrating to restart if I messed up the puzzle, but that second level was just really hard to do between trying to platform and remember the order to press the buttons (especially after finding some of the buttons were hidden). Overall, it's soooo close to being a really great game!
Really good take on the classic space shooter. I was fun to play and I liked the take on the theme. My only suggestion would be to add a down period so I could read and understand which power ups I wanted to keep and get rid of. I found myself needing to be more focused on trying to shoot and move rather than dumping items.
I really liked the theme of the game. All of your animations are really smooth and features are well implemented. The game was just a little slow. I feel like it was so close to hitting it out of the park, but just needed a little bit more. Maybe try something faster pace? Or if you want to keep it slow for the mood either make filling the gas more engaging (even if it is a little unrealistic) or have some more things to do to wait for the next cue.