Hey ya'll! My team and I have just published our semester 2 game project, Gear Shift Delirium! It's a splitscreen kart racer for 1-4 players, and supports keyboard, PS, and Xbox controllers. This is our first attempt at a multiplayer game, so any constructive feedback would be super appreciated! It's a little rough round the edges, so be sure to check the version notes, haha! - link here: https://lunar-ladybird-games.itch.io/gear-shift-delirium
Lunar Ladybird Games
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The presentation is excellent! I like the consistency of the artwork, sound effects, and music! One thing I ran into was the bosses kept triggering through the locked doors, spoiling their dialogue a little early, and the game over didn't reset the game but instead kept me in a dialogue loop. Really fun concept and clear gameplay though! It could maybe use a little more feedback on whether an attack has hit an enemy or not?
This is awesome! The presentation is sharp and vibrant, the gameplay is immediately fun and the controls feel responsive. I particularly like the way that bodies bounce off of the walls and fling about the levels, and the way that the concept flips the context of the game on its head without compromising on level design is really satisfying. Great game!
I like the concept and the execution, it's short and sweet! I kept flinging fruit off the screen by accident but really enjoyed being able to re-direct the fruit with another swipe. I'd be curious to see what this would be like if the player were allowed to fling the fruit into the air at the top of the screen and have it fall back down, which more forgiving on the player's aim, but could cause another piece of fruit to spawn, forcing the player to juggle pieces that miss?
The modelling, animation, and overall art style are amazing! I'm very impressed by the amount of content there is and the consistency across the board from the cards to the journal to the characters on screen - that said, I found it really difficult to identify who was who using the portraits, and I couldn't identify the items they needed in time, which was a bit disappointing. I'd like to see this developed further, maybe with a longer countdown, or the ability to sell less than 3 items (but lose satisfaction) and sound effects to really boost immersion.
I love the art style here, it's very effective - although the sound effects and music could stand to be a teeny bit more 'train' themed? The gameplay is simple enough to jump into and quite satisfying, although I found coins were very rare on a couple of playthroughs and the limited jumping felt a bit restrictive; perhaps every coin could grant one jump, and the player could store these for multiple uses? A couple of times I managed to get two coins and beelined for the vending machine only to be caught by the train or not have an optimal setup to jump over it, but those times when I succeeded were satisfying!
I like the concept and the presentation a lot - it's simple to understand and get into, and the art and music/sfx are delightful! But I found it takes a long time to find snakes to then have something other than rocks and pits to avoid - and without a mechanic to sabotage the snakes chasing after you, my interest waned a bit quickly. I'd love to see this developed further with maybe more direct player input and an element of planning/reacting to things to make the experience a bit more dynamic. What's there is really slick though!
The presentation here is amazing! I love the artwork and the scrappiness of the dog, and the theme of a reverse stealth game where you want everyone to spot you is surprisingly hard! I had a lot of fun playing this one. I played 4/5 of the levels and then skipped to the end, so I'm not sure if there's a 'true ending' to be found, but it felt like it ended a little abruptly, whereas I had become invested in the story of this dog and the graduating girl and wanted to see how it resolved (maybe even with a splash screen or something). I felt that the music was a little too upbeat in the noir-style narration to really sell the tonal juxtaposition but overall this is a fantastic game and I'd like to see it developed further!
I like the concept here, inventory management for an Auto-fighter could be really interesting - especially if it gets more frantic and demanding over time. Here, I think the hero's requests could have used a bit more time pressure, maybe with the enemies moving towards them, to really sell the idea. That said, the theme was clear, and the drag and drop menus were really creative!
The music and art are excellent, I love the pixel look and the dino theme is a good spin on Tetris. The screen effects and sounds are very effective! I found that manually refilling the board was a little cumbersome and felt unnecessary (unless there's a strategy to it that I couldn't identify?) but the reversal of identifying patterns to remove them for points, and being able to utilise them was fun!