I might've played too much lol
Enchessency
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I really like the general look of the game. The basic puzzle mechanic is simple, easy to understand, and fun. The included levels were a bit easy, but worked well as a proof of concept for the idea. Music, SFX, and the ability to rotate the camera would all go a really long way in helping the game shine. It'd also be nice to see a bit clearer indication when blocks are going to disappear. Maybe make a more dramatic difference in appearance compared to other block or maybe you could inject some personality into your die and have little cartoon sweat particles come out when it lingers on one. I think you are on a good track here. With its current mechanics, it probably isn't suited for a very long game, but it seems promising as a short but sweet experience. And there is lots of room for expansion if you wanted to bring it farther than that, like different dice types or level gimmicks like blocks that rotate you.
Really great art style (I'm a big fan of purple). I found it a bit confusing that you progress dialog box with mouse instead of space. The attack animation needs a bit more oomph. It felt like I was gently patting the ground rather than swinging at bat at something. I think this game really needs some SFX. I died a few times and couldn't really tell what hit me. I'm not sure if I have 1 HP or if things had been hurting me throughout and I just wasn't realizing it. I'd be curious to see a more polished version of this. Your art makes this an easy click when it comes up in list. If you can have gameplay to keep people here once your art draws them in, you'll be golden.
I liked how the paddles changed colors when the ball hit. It adds some freshness to pong. The game really needs sound and music. Also, clamp the horizontal speed of the ball. Unfortunately, I happened to hit the ball in just the wrong way and got stuck with the ball moving so slow horizontally that I wasn't even sure it was moving at all.
Great presentation. Love the way the menu rotates in. The controls were kinda weird. I wanted to click instead of press E to pick up orders since I clicked to prepare them. The difficulty ramped up nicely. I wish that the cooking mechanics had a bit more too them though. Something like in Overcook where you have to put things on stove and wait long enough for them to cook but not too long so they burn. An extra component to think about would go a really long way. Great job.
Impressive visuals. The game is very charming. I think it feels unfinished in its current state though. Without being able to do anything with the materials I gather (as far as I could tell at least), I feel like I'm just doing busy work. Once other features are in, I could imagine this being quite a fun game.
The character portraits and setting backgrounds look great. I like the Aggressive/Neutral/Friendly response more than the typical choose-what-to-say-but-then-itll-say-something-else approach of most dialog systems in AAA games. The tutorials were a lot. Loud colors, arrows everywhere. I felt a bit overwhelmed. I like the idea of entering a minigame after the initial VN-esque negotiations, but the minigame didn't feel thematically connected. I would have liked that to have felt less random. The minigame was fun though.
It was a fun tool. Could have used sound. I didn't really understand how I was being rated. Maybe some guidance would have made the game more enjoyable. From your explanation in comics, it seems like there were some neat ideas in the rating system that were a little too hard to tell were there and not random as player.
Really great character design. The little facial expressions are great. I love the SFX too. I also enjoyed the change in background color as I progressed and the introduction of a companion to provide me with a double jump. The level design though felt very haphazard. Especially the mine placement, which I think you went a little crazy with to the point that they felt more like decorations than hazards much of the time. The SFX that went with them also was pretty grating when 10 of them played in rapid succession. I did really enjoy my time with the game overall. It's already pretty professional looking and feeling. I just think that the levels really need reworked.
Great art style. Very pleasing to look at. I don't believe I've seen the concept before. It's one of those where you think "it seems so obvious, surely it must have been done", but struggle to think of any examples. So really good job there. I did find it a bit of a bummer that some levels didn't seem to really work with the idea, as evidenced by them ending before you complete a second revolution.
I really like the idea of the game. It took me quite a bit to realize that click-and-drag moves while click-then-click makes a connection. I feel like that'd be better as left click vs right click since I kept accidentally picking up nodes even once I realized what was wrong. Another note is the blank spaces for nodes that show up even when the nodes aren't able to be used is pretty confusing. The mechanics are neat. I hope if you expand on this in the future you consider color blind players.
The game feels pretty nice to play. I like the bosses. I love the central mechanic of changing stats to change size of bets to gain currency to fight harder enemies. That part is really clever. I do think there's a major balancing issue though. Decreasing stats enough to make the grind not painful skyrockets the difficulty too much to feel realistically doable. Even somewhat risky bets feel like they still require too much grinding. This game just needs some value tweaking to really shine.
I was not expecting that tone, but I love a little comical dissonance. Delightful art and music. Funny writing. The one staircase of disappearing platforms where the last one is moving was a bit annoying to figure out timing on, but other than that I enjoyed the simply gameplay to complement the narrative. I really enjoyed this one. Good job.
Noted and thanks for the input. I think I could've had higher resolution and devoted 5 pixels on on side to be health bar and pixels on other side to be some helpful indicator for ghost. Maybe HP of closest one you are facing. For the voices, that's a bit of a stylistic choice I modeled after one of my favorite indie horror series, Faith. I realized a bit too late that the particular synthesizer I choose had a lot of trouble with very common sounds. I definitely could've toned down volume or had a menu to adjust volume of individual elements. That would've been a good idea.
Yeah. I initially said leaderboard because it's the standard way of letter people compare scores that also accomplishes what I'd personally like. I don't use leaderboards like most people. I scroll down quite a ways through them to get a sense of what counts as a high score, not necessarily the best scores, and a sense of the curve of scores so I can roughly estimate how I did. A simple Daily Average accomplishes what I want far better, although I'm sure plenty will still want to know they got the best score possible.
Although ultimately I advise you not introduce anything that goes against what you personally are trying to accomplish with your game. Don't muddle your game by taking every person's suggestion in a doomed attempt to appeal to everyone. Daily Average would make the game more appealing to me, but if you want to avoid making players feel pressured, then you might want to say screw what Enchessency wants haha.
Personally, when I gauge my own performance, I prefer to do it against what's possible for a given board rather than what sorts of scores I get on average, because it's possible some board just has a different limit on how well you can do. Leaderboards don't necessarily need to be the solution. Average scores from other players would work just as well for me. I generally am not personally motivated to try and top leaderboards. I am however motivated strongly by beating averages. That's all just my own taste though.
Thank you for the feedback. I agree with everything.
I decided I wanted an old-school synthesized voice, but voices were one of last things to go in. When I realized you couldn't understand them with the synthesizer I was using, I just tried to alter the dialogue as much as I could to make it work with the voice (I ended up making the dialog have nothing to do with Fatal Frame's actual plot as a result), but alas it's still not all understandable. Subtitles were considered and have a (admittedly bad) reason I didn't use them - they wouldn't work with the tiny resolution.
Obviously there's a readability issue in general, largely a result of the lighting. I don't regret doing lighting - out of everything it's the thing that in my mind most sets my game apart from other 1D experiences out there, at least that I've seen. But I could've done that better. I think making the key actually emit light instead of just blinking a lighter color, which is dulled by the shadows, would have helped a lot.
Love the art style, although it was a bit bright so I had trouble playing it for too long. The platforming felt a little off. I think some platform spacing could be worked on so the world feels more like it was made for the protagonist. I liked how you used color and music to make every area distinct and memorable. Good job.