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Jason Fennell

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A member registered Apr 27, 2022 · View creator page →

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The art is wonderful, and I'm super impressed at how you programmed a hexagonal grid like Catan. I also liked the periodic news headlines. Unfortunately, though, I don't think the tutorial was anywhere near sufficient to teach the player the mechanics of the game. I was very confused, and couldn't really tell what effect my actions had on the animal populations. It seemed to be random.

I think the presentation is very solid, and once again I think you did a good job integrating gameplay with narrative during the part where there's no floor, but in my opinion the game is too mechanically simple. Maybe you could change the layout of the stages by adding more platforms.

The art and sound design are really polished! I played this game after the production sprint and had no idea what I was doing, but adding the meter indicator made a world of difference. You've improved it a lot since then. My main critique is I think the player should have more control while falling - it feels very strange to walk off the edge of a cliff and then drop like a rock with no lateral movement.

The art and sound design are really polished! I played this game after the production sprint and had no idea what I was doing, but adding the meter indicator made a world of difference. You've improved it a lot since then. My main critique is I think the player should have more control while falling - it feels very strange to walk off the edge of a cliff and then drop like a rock with no lateral movement.

This is great! Very fun way to frame the gameplay mechanics. The one vertical attack that stretches across the whole screen isn't tree-themed, though, and I couldn't tell what the apples were at first (I think making them a more bright shade of red would help). Those are pretty small nitpicks, though. Overall, I think you've done great work with this. I'm also impressed that you made a dialogue system.

This game is quite polished, the way that you reinforce an enivornmentalist message with gameplay is very well done at the end. The first 2/3rds of the game are somewhat repetitive though. I would introduce a new way to sort the trash from the recycling or maybe a new obstacle. Perhaps there could be multiple platforms in the way of the falling blocks. 

This was a really neat project! I like the premise and the framing device of it being a letter. You could release it as-is and it'd be a fairly polished product, but some more art would really take it to the next level. I liked the moment in the story where there was a storm and a thunderclap sound effect played - some more moments like that would add a lot of excitement. Also, the idea of an "Archeocook" is so fun!

Feel free to disregard this next advice, because it's about the writing and obviously that's up to you with what direction you want to take it, but I almost felt that the story should have been more ominous. It sort of starts out that way, but the ending has happy music and a happy conclusion. I think a more ominous atmosphere would fit in better with the story being about some future Earth, presumablty ravaged by climate change and environmental crises.

The turtle guy has a fun design, and it was exciting to come across the town, but the game is very confusing when it comes to controls and gameplay. Also, the UI did not fit my screen. I think the way to fix this is to go into Unity and select 'Scales with Screen Size' in the settings of the Canvas. I was interested to know more about the story, especially with that hook of a title, but the dialogue box seemed very glitchy.

I largely agree with the other commenter. I like the music and the sprites that you have completed, but I don't understand how the game relates to the theme at all. I think the level design feels appropriately grand - I like the branching paths and the sheer scope of it - but you really need some more artwork and checkponts for people to appreciate the huge world.

I like how many different options there were for choosing my frog, but I couldn't tell how to unlock them. I think you should include that information on the frog select screen.