This is absolutely wonderful! It feels like some old online game I'd find and play when I was young! I love the visuals, from the trail of the mouse cursor to the photo-realistic images of popcorn, to the fancy cursive "Fin~" message. The gameplay itself is not too complex, but the constant ramping up of difficulty can make the later bursts pretty hectic and fun. The one thing I find to dampen the mood is that it the condition for a player to lose a life didn't feel clear from the instructions, as I was expecting to lose a life for each kernel of popcorn that fell past the screen. But with how the game raises the difficulty by constantly adding in more popcorn, I understand why you made it so the player can only lose one life per burst.
ljdosher
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Nice work here! While it's a simple space-shooter, I do find it to be pretty engaging. The graphics are eye-catching, and the feedback of destroying an enemy ship is just delectable! I did notice that the projectiles shot by enemies are capable of killing the player instantly, which could probably be explained in the instructions even in not intended. Also, since a new wave of enemies won't spawn until the last enemy on screen is defeated, you can end up getting a really easy victory by simply leaving one enemy alive and moving to dodge them. Maybe having enemies spawn on a timer instead of when all enemies are dead could work to incentivize the player to be more proactive in killing enemies! I do like how you added in a visual effect for when the player takes damage, in addition to having an audio cue for it as well.
This was a decently enjoyable experience! Something about the segmented movement of the player character was really fun, as was the large area of the game. However, I feel like it would benefit a lot from being full-screened. Your game doesn't have enough space on the page to be seen in full, and the scrollbars that move what the player sees are also moved by the arrow keys, resulting in the player's view sliding away from the player character when they make long horizontal movements. The graphics are simple but readable, and it was never too hard to notice items on the screen.
When this game clicks, it CLICKS! I was initially going to say that you should start out the game with a less intense pattern of projectiles, but then I realized that the starting pattern has a consistent & constant gap between the projectiles for the player to follow through. After I saw it in the first pattern, I saw it in the second one, and then the third one, and the fourth one! It's still challenging because of how quickly the fly moves, but it is so enjoyable for me. It also feels appropriate hectic for a game titled "DODGE! DODGE! DODGE!"
My high score was 29714 points in 43 seconds.
The big highlight for me here is definitely the art! The scene of a little doggy running through the hills and jumping over bumps in the road is pretty cute. I also think it's clever to have a green highlight around the area where all the obstacles are, to ensure that they stand out from the background. The gameplay, while simple, feels pretty engaging. I initially felt that the random spawning of objects could be unfair, but after learning that you can hold the jump button to jump as soon as you hit the ground (I instinctively assumed you had to let go of the space-bar and press it again for each jump), it did get easier. My only real complaint is that the music is a bit loud, but aside from that, your choice is sounds is good!
First off, you have superb player feedback. Sound effects make it easy to tell when the player is being fired at, and never feels like the player is ever put into a position where they are caught off-guard by something damaging. With how frequently damage can occur between both players and enemies, I think it was a good choice to relegate that to the player and enemies merely turning red for a moment after being damaged, so it doesn't get overwhelming.
Your gameplay is really solid; firefights are engaging without feeling unfair. The controls are awkward to use at first, but they're able to be adjusted to after using them for a short time, and I think their restrictiveness actually adds onto the game some. The gameplay accommodates the movement system pretty well. It also creates an interesting dilemma when it comes to health pickups, as if you wind up flying past one and have to course-correct to reach it, you will probably not reach it in time. Thus, the player is forced to decide whether or not they should keep moving towards an enemy they're about to defeat with the hope that the enemy will drop health for the player. This is fun, but it also makes it a bit frustrating when you choose to dodge around an enemy and wind up missing some health
The level design is a mixed bag to me. My biggest complaint with it is that there feels like there's a lot of waiting between waves of enemies to spawn in the first two levels. I wind up flying through space for ten to twenty seconds at a time, and when there's nothing for me to do, it feels a bit boring. I think some indication that an enemy has spawned around the player might help with this, since I think part of the issue is that enemies were spawning on the opposite side of whatever direction I was moving in, meaning they had to catch up to me. The difficulty ramp of the game is very well paced. The new enemy variants in each level make things feel intense without feeling like a massive spike in difficulty, and each of the bosses feel stand-out without being a cake-walk. Very good work here!
This is pretty sweet! The sheer scale of the humans compared to your character really helps sell the game's concept, and the upside-down flowerpots aren't hard to spot out and are easy to hide under. However, the game's camera could definitely be improved a bit, as if the player ends up missing a piece of cheese, moving back can feel pretty awkward with how little you can see. The size of the humans does help mitigate this somewhat, as their shadows serve as indicators of where they are, but more work could be done. I also noticed some clipping in your textures from having overlapping cubes.
I enjoyed the variety of challenges in this game, and the way the difficulty scales along. The first level serves as a nice and simple introduction, allowing the player to quickly understand how each of the levels work, whereas the second and third levels offer unique puzzles for the player to overcome. The appearing walls were very cool to see, and made the chase in the middle of level three to be thrilling. However, I noticed that enemies end up turning down over the player on contact, causing them to trap the player in a weird way until the player manages to get away from them. I felt like you could've used the health system in more ways too, maybe adding a projectile trap that hurts the player but doesn't directly cause a game over.
I enjoyed the variety of challenges in this game, and the way the difficulty scales along. The first level serves as a nice and simple introduction, allowing the player to quickly understand how each of the levels work, whereas the second and third levels offer unique puzzles for the player to overcome. The appearing walls were very cool to see, and made the chase in the middle of level three to be thrilling. However, I noticed that enemies end up turning down over the player on contact, causing them to trap the player in a weird way until the player manages to get away from them. I felt like you could've used the health system in more ways too, maybe adding a projectile trap that hurts the player but doesn't directly cause a game over.
While short, I find this game to be an enjoyable take on the tower-defense genre. Being able to place the towers wherever you like is much less restrictive than the usual requirement of only being able to build in set areas or having to work in some kind of grid. If there's any changes I'd recommend you make, I think making the UI more in-depth would be nice, such as letting the player see how many enemies are left, or letting the player see the time between waves. Overall though, you've done good work here
Maze-Man 3D is a nice twist on the old Pac-Man formula. I enjoy having the opportunity to dodge around the ghosts, as it works well to subvert the fact that you don't know where the ghosts usually are until they're in your line of sight. The AI-work is quite nice too, as the smooth movement of the enemies keeps them from being too great of a surprise. However, the view and colors did end-up making me feel a bit queasy, and I couldn't make it past the second level. I also found the fact that I could miss point orbs, particular those in corners, to be quite annoying. I think you could really improve this game by having sounds for feedback, but such as when the player gets hit, is under the effects of the power-orb, or when they collect a point-orb.
This game's pretty fun! There's a good balance between having to keep a good momentum up to avoid running out of time and having to not rush through things too quickly to avoid running out of health. This turns the durability from the enemies from something that can be overwhelming into a sign for the player that sometimes, it's better to run than to fight, and I really like that! My only complaint comes from the player feedback, as I was initially very confused about reloading and being attacked. Even after I got used to the instant reloading, I still had times where I would look to my health and realize I had taken several hits without noticing. But besides those small issues, I'm a fan of what you've got here, and I'd love to see it developed further someday.