Awesome concept and execution.
greyRocket
Creator of
Recent community posts
Thanks for the advice, I also love pirates, and I agree that it would be awesome. As for more complex betrayal, that is something we plan on trying in a build that we'll uppload monday/tuesday (after that we won't continue working on this game, but we'll maybe redo it after we get some more games under our belt (definetely with a pirate them, if I can help it)).
Thank you for the detailed feedback. I think you have already figured out that we ran out of time, the restart menu was added ~1 min before deadline, so we didn't have the time to test it. Right now me and another programmer have decided to put some more time into the idea to see how it ends up (we'll post it on monday/ tuesday). The mouse click was planned, but ended being cut. And we are thinking of experimenting with a more complex turning mechanic.
As for the score don't worry about it, your feedback is way more valuable than the number, thanks.
The sound effect is too loud and annoying, the movement is ok-ish, but I don't like that it is floaty(you can check my game if you want to feel how it is without using physics). The particle effect is great (maybe slightly too big). Power ups are ok. I would also suggest you try to upload your next game as playable in browser. In Unity it's quite simple and people will be more happy to try your game.
The bounce is too strong, so the ball is too difficult to follow, flippers are also weird, as they clip through other objects. It would be nice if you included support for arrow keys as well as your personal movement keys with input commands (as there are many different keyboard layouts). The intro animation was nice, although the text changing size was strange to me (I don't know if I like it or dislike it). I have also found a "bug", if you get the spaceship into the upper left corner it will bounce for a very long time (first life 290400 points). The UI works well.
I liked the game's feature, where parts of the level fell off. What I didn't like so much was it's "difficulty", I had a feeling that the game is meant to be frustrating: 1.when you pick your first coin you fall down into a pit, 2.when you pick your second coin you jump into a spike, both of which are because of how the level "falls apart". Fortunately the game has a fast respawn system, which helps with the frustration. However the multiple jump system was just bad, it felt very uncontrollable. I would suggest you try to make a game purely around jumping, so you can improve on it.
The visuals and sound of the game are really nice, however I thought the gameplay wasn't very engaging. At the start I didn't understand how to move the fairies, I just continued pressing skip my turn for two rounds. However after I figured out the controls I felt like the game became trivial. If the light came to close I just had to wait a few turns and then I had a clear path to other fairies. The game also felt slow to me (if you were going for a zen game this maybe isn't a bad thing). The path prediction looked really good, but it would probably be better if it would still show how far you can move even when you exceed your movement (like a combination of white and red path).