Glad to hear you enjoyed the sliding tiles! I'm sure Phil appreciated your help too 😁I'm also happy to hear that the gamepad controls worked out. Thank you for leaving this feedback for us!
FGKeiji
Creator of
Recent community posts
Thanks playing our submission and for the feedback! Our intention was to have the "real world" be in 3D and have the "dreams" be hand drawn to capture the transition between the two states. It sounds like that wasn't effective, so we will keep that in mind for future games as an opportunity to improve.
- Theme: Main game loop is in a nightmare
- Fun: Surviving was a puzzle in itself, it was interesting to see the mechanics stack on
- Controls: Firearm controls were not super clear (playing on web), but the rest was good
- Graphics: The lights helped out with the ambience of the nightmare and the level design in general
- Audio: The audio fit the mood of the game
- A11y: There was a sudden red flash from the game over screen
- Originality: The larger game loop was an interesting way to make the inner loop more interactive and draw the player into the game
- Theme: Tie in through the opening screen and narrative
- Fun: I appreciated the challenge of the maze puzzle, it had some interesting timing
- Controls: Movement was responsive, but the hurt box on the character was less forgiving for the player
- Graphics: There was a wide variety of assets and the animated ones were good
- Audio: SFX and music were solid
- A11y: The red flash in particular might be an issue for players sensitive to seizures, you actually may want to consider putting a flashing light warning on the game (not an issue for me personally, but would hate for something to happen)
- Originality: No feedback
Theme: Tie in through narrative
Fun: The core game loop was clear
Controls: Character movement controls were responsive
Graphics: The art was nice, especially the level sprites
Audio: No feedback
A11y: Having a hold to fire option would be a helpful toggle option, but glad there was a menu for sounds
Originality: The core mechanics for a twin stick shooter were present , and having the buffs at the end of the level was nice to change it up a bit
- Theme: Tie in through the character narrating a dream
- Fun: I didn't know what was there, but I knew I needed it lol, I persisted through and made it to the end 😁
- Controls: The variety of controls were great. Some could be tuned to be a little bit more friendly for the player, but I think that frustration might have been what you were going for too.
- Graphics: The art fit the game well, and the background helped tie it together
- Audio: The music was perfect and the different jump sounds were fun
- A11y: Narrated dialogue is awesome, it also helps to cue the player into what to expect next
- Originality: This remixed the "frustrating platformer" style well and it was a fun entry to experience
- Theme: Ties in through the intro story
- Fun: The rooms all felt unique, but also still built upon each other. This was great pacing and kept me wanting to see what the next room had in store. I was impressed with how many different mechanics you were able to include.
- Controls: Platforming controls were good, some of the obstacle hurt boxes were more difficult to avoid
- Graphics: Solid artwork
- Audio: Solid music and SFX. The death SFX was funny when it happened multiple times.
- A11y: Some of the switches were a little difficult to see, so they could use more color contrast. The room with the key would have been good to have a locked door to indicate what it opened since the buttons were mainly used to raise and lower things in that room. I liked having the option to skip the intro (I still watched it, though!)
- Originality: Again, I liked all the mechanics and the room design. This was a well executed platformer.
Sorry to hear about the team issues. Good on you for carrying on despite that 👏
- Theme: Tie in through the dream of wanting to fly
- Fun: I really enjoyed the experience, it was just a fun time due to how snappy everything was
- Controls: The controls handled nicely and I liked the three jumps mechanic
- Graphics: The graphics you had were vibrant and pleasant
- Audio: No feedback
- A11y: The sound cues on saving, the visual feedback on the flaps was clear, and having a lot of save points were all awesome
- Originality: This had all the main components of a platformer and the emphasis on verticality was good for the aesthetic and core mechanics
- Theme: Tie in through sheep and narrative
- Fun: Having a charge to jump mechanic was different, and it fit the narrative
- Controls: The controls were fine, but having a separate jump squat animation would help to learn more quickly that you're charging a jump.
- Graphics: The intro scene especially was cool, and the effect on the sandman sand was neat
- Audio: Great boss fight track
- A11y: Could definitely use additional visual indicators, but the audio indicator on the gem was a good addition
- Originality: No feedback
- Theme: Ties in through the intro scene
- Fun: I enjoyed how the aesthetic tied into the gameplay. The bit projectiles were awesome. Having the enemies also only able to shoot in 8 directions would be more consistent with the player. It felt a little imbalanced that the enemy projectiles could track the player.
- Controls: The collision box on the player was a bit too big. I was able to push one of the blocks to the side from the top.
- Graphics: I liked the animations and the art. It felt like a Tron style game.
- Audio: Solid
- A11y: Nice to include respawning at the room entrance
- Originality: The game has a good foundation. You nailed capturing the ideas of the two games.
- Theme: Main tie in through the overworld and diving into people's dreams
- Fun: The risk/reward of the minigames being only once chance to finish was really neat. However, that meant it felt very punishing to play the games that were harder to understand the game loop (the clock and sliding puzzle)
- Controls: Similar to above, some games were intuitive others were challenging (the animal one was the most unclear followed by sliding puzzle)
- Graphics: The art was great
- Audio: No feedback
- A11y: No feedback
- Originality: Dream diving plus the risk/reward made this a cool take on the minigame genre
- Theme: Main tie in through the bad dreams
- Fun: The core game loop was clear and the interactive tutorial was excellently implemented
- Controls: All the controls were responsive
- Graphics: The art is well executed and fit the aesthetic of the game
- Audio: Nice background music
- A11y: No feedback
- Originality: No feedback
- Theme: Tie in through narrative
- Fun: The main game loop was clear. It's unclear if the t he interpretations were optional or required
- Controls: No feedback
- Graphics: The hand drawn art was cool and I liked how it animated
- Audio: No feedback
- A11y: Volume sliders for both music and sounds
- Originality: No feedback
- Theme: Tie in was through the day and night cycle and typing out dreams
- Fun: This is a creative way to gamify storytelling
- Controls: No feedback
- Graphics: No feedback
- Audio: Chill music to enjoy in the background
- A11y: Volume slider at the bottom left of the menu
- Originality: Just want to highlight again that this was a cool take at a typing game that also helps people practice storytelling and creative writing. Very cool!
- Theme: Main mechanic revolved around themes and the aesthetic fit with it
- Fun: The core game loop was clear and the tutorial helped explain. Even though there were secondary effects on the stacks, it never felt like I had a choice of what to pick. Often times I was waiting for the same mood on both stacks, so I had to take whatever was first available or the nightmare to prevent a loss.
- Controls: I like how the play button was also a stack. Game was responsive, Holding onto nightmares was another way to prevent them from moving forward
- Graphics: Very nice UI. The wiggling text was cool
- Audio: The music was a good vibe and the SFX helped cue things in
- A11y: N/A good use of shapes
- Originality: This was an interesting take on the puzzle genre!
- Theme: Tie in is through narrative
- Fun: The core loop was clear
- Controls: The ship handled well and the options for barrel rolls felt good. The camera feels maybe too low of an angle or it could just be there's not enough visibility on projectiles and enemies. Either way, the end result is that it's sometimes hard to see the projectiles to avoid
- Graphics: I really liked all of the graphics and the vaporwave aesthetic fit it well. The VFX fit it well too
- Audio: Good balance of music and SFX
- A11y: Having the option to start from a specific part of the mission was an excellent idea.
- Originality: Good foundation for a game, would love to see the concept developed more
- Theme: Main tie in is aesthetic and narrative
- Fun: This was a fun quick play, the replay value is high because it's fast and has a scoring system
- Controls: Easy to use, I had one hiccup where a block went out of bounds
- Graphics: The art is great and the animation fit the aesthetic. The tiled background on the game page was a nice touch as well.
- Audio: Really liked the music, and the SFX were just r ight
- A11y: Good use of patterns and color, plus settings
- Originality: This was a neat take on dominoes and other puzzle games. I liked that you could place tiles anywhere as opposed to being limited to placing off of another tile. This was encouraged by the incentive of bonus points for filling up the grid
First off, I just want to say that I really enjoyed reading through your retrospective on the game page. It's cool to read your learnings and takeaways!
- Theme: Ties in more around sleeping, presumably the people in the houses are dreaming too
- Fun: Clear game loop, although the risk/reward management could use some tuning. The last minute of the game was when it really picked up, which I enjoyed.
- Controls: Controls were responsive, although it is really punishing when losing parts. It slows down the player enough that it guaranteed a game over for me in one playthrough.
- Graphics: I liked the rotation on the wheel. I thought the explosion puff within the basket was cool too.
- Audio: No feedback
- A11y: No feedback
- Originality: No feedback