This is a nice spin of a typing game, I totally would love to see a bigger version of this. I certainly didn't expect the memorization part tho, As a not-so-fast-typer, I used most of my willpower in getting the typing part right, so much that I completely botched the memory game part lol. It's a neat, nice game concept.
Lecario
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Seeing other comments, I have to say I share most sentiments towards them, great visual concepts despite the confusion regarding directions lol. Narrative wise, I have to say it's a bit on the cliche, which makes me curious on how you guys will spin this cliche prologue into an interesting story on the full version. This is just my opinion, but I think the current BGM's vibe would be more fitting on the part where player is about to go outside the village, it has great hopeful, adventurous feel to it. Great music still though, and again great visuals too!
This gameplay mechanic is pretty neat. It's not everyday you find a game that implement a limiter on how many times you can "jump". I can see this being expanded for a time attack kind of game too. Gotta love that pufferfish face on that last bloat bar haha, great visual to tell that he's literally reaching his bloat limit.
I love the game concept. A lot of this game's aspect gives me that nostalgic feeling, from the old-school storybook visuals, point-and-click gameplay, AND old Disney movie vibe from the rhymes and story telling. The voice acting works really well too to make the story comes alive. I enjoy the puzzles too, I would like to see how this game will turns out if it's finished. The problem I have with the current prototype is that sometimes interactable objects click hitbox disappear despite the cursor still on the sprite.
This game is neat. Great sprite, great animation, Bert is both cute and cool design-wise. You guys did a great job pulling a good first impression, the main menu as a whole just looks great. Kinda a shame that I as a player couldn't see more of that gorgeous pixel art background while playing in this prototype :p. Interesting puzzle mechanics and great level designs overall.
Cool concept for a game, I love the mysterious start, it gives me minecraft's vibe in the lore perspective. I'm not sure if it's only on my machine/browser, but I do notice on my tries that I am unable to rotate the camera with mouse after some angle (tested it by fully rotating my view till i hit max at right, then at left), my guess is that it stops rotating due to the mouse hitting the screen edge. Thankfully the world is still explorable with that camera problem. Other than that, as others mentioned, stunning visual and nice calm bgm. I think this has potentials for a good storytelling game.
This is insane! I think my only real complaint is shared by some other comments, which is the fixed camera towards the nanny. Other than that, can't say I find much else to fault. This game might be a simple one, but I have to say this has a very high production quality for a prototype. Great visuals, great 3d models, it even has its own opening and ending cutscene. Sound design is awesome, the music fits in with the mood. The fact that the whole team voice acted for their game is such a pleasant surprise, it does add to the immersion. And lastly my favorite part to mention is the moment you press start game and instantly welcomed by a wall of "WASD" blocks. It's a great little touch to show controls intuitively without telling players what to do, AND it fits the whole narrative of "children's mayhem" with those letter blocks. I find this game very well-thought, good job
This is a cool concept. I'm intrigued by the rock-paper-scissors mechanics mentioned in description. However I'm a bit confused about the move advantage itself tho, which is probably due to lack of visual cue (which is understandable since it's a prototype). Japanese vibe music in the soundtrack fits perfectly for this. Great sprite. And nice touch on the flavor texts for each ingredients
Oh man, I really couldn't resist playing this because it says hack n slash. I would like to drop what I think from my quick play session.
While I understand that it's still on prototype stage, I have 2 major complaints that deter me to continue playing for too long. One would be the dialogue and the other would be the occasional teleporting/blinking of the boss. The blinking problem makes it a lot harder to stay alive due to getting hit "unfairly" due to it, which is fine to tackle on for hardcore players, if not for the dialogue. What makes the dialogue problematic is that you can't progress through it manually, let alone skip (I tried clicking and pressing space with no result, so if there is actually a way, ignore this hehe). Which makes it tedious to do more trial-error to enjoy the rest of the currently playable part.
Now that that's out of the way :)
Good job on this prototype, I think a lot of parts are on a good track. Soundtrack and visuals are awesome, they fit the narrative well. The droning string sound at the start of menu theme sets the mood right away. The art and dialogue are great as far as prototype goes, as other comments said, the spin towards "big" as theme is nice. I'm curious on how the narrative will evolve beyond the prototype. Imo the good gameplay aspect is that how the first boss' attack pattern is telegraphed by a visual cue, that is a good game design being applied. The second attack pattern however, could use more work since that was the part where I feel rather "slow and stall-y" and where I lost interest on the prototype due to the aforementioned problem. But overall, I want to see this as a full-fledged game one day if possible