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madelman18

8
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A member registered Oct 01, 2020 · View creator page →

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(3 edits)

What I liked in particular about your game was the bounciness effect(bouncing off walls, off platforms). I also thought the textures you add to the platforms also worked well in fitting with the theme of the game.

In regards to what could be improved, I do think some of the platforms are placed in ways where the gaps in between are a little small. I found myself hitting the edge of the platforms and falling back down when trying to jump between the gaps. I think if you moved the platforms a little more farther away from each other that would open up a little more room for the player to jump between them. 

Overall I enjoyed how the player bounced up and down after landing on a platform, and I liked how when the player was on the blue platforms, the bounciness got progressively more & more intense. Lastly I thought adding eyes to the character was neat as it brought  it to life in a sense. The character sort of reminded me of slimes in Minecraft(the blue platforms also reminded me of slime blocks due to similar mechanics). 

I really enjoyed this game Jason.  I thought the tutorial level was certainty useful to start given the variety of mechanics you needed to introduce and I also appreciate how you included the text instructions. In regards to the difficulty, I do not think it was difficult. Initially when I started I was mashing the I key to get a higher Rocket Jump but I later discovered that if you press I and W at the same time it will give the player a large boost.

In regards to your question about horizontal dash, I do think it would be helpful to dash horizontally after jumping as that would allow the player to jump to farther away platforms more easily since they already get a boost by jumping in the air. 

I also like how you changed up the music each level(the music all of a sudden got serious at level 2) and how each level had its own color scheme.  The little particles that come off the player after changing levels is also a cool effect. 

(4 edits)

Greetings Vincent, one of the things I loved about your game the most was the fireball being casts from the wizard. The movement of the fireball was so smooth and fast and I enjoyed the sound effect that played when it was cast as well. I also loved the background music and thought it fit the overall theme of the game. I loved the assets you used for the monsters(and the faces they made). 

What I think could be improved is the collision detection when the wizard collides with the walls. I noticed that the wizard would get stuck on the wall a few times. I also noticed that for some of the enemies that shot fireballs at the player, those enemies were a far enough distance away that I couldn't quite make out where they were located. I think it would improve the game if you made it so the enemies would only shoot at the player once the player can see them so the player has a little more time to react.

Overall, I enjoyed the theme that you attributed to the game and I also thought the puffy clouds looked cool and added to the aesthetics of the map. I also appreciate how the mechanics were straight forward(A + D to move left and right, W to jump ). 

Appreciate the feedback Dalton. I also agree the enemies were moving way to fast. I went back and repositioned them as well as adjusted their speeds so the player has a little more time to react. I also added a few extra health power ups to perhaps reduce the difficulty of making it to the end.

Resetting the coin positions was a challenge for me I wasn't quite able to figure out before the due date(I wasn't sure how to respawn them once they got deleted). I do agree that a full restart would allow the player the same opportunity to get the same coins. 

What I particularly loved about this game was the "Covid Balls" coming at me out of nowhere. That added a nice surprise to the game and it definitely caught me off guard multiple times. I also liked the flashlight effect that you added where light is cast in the direction that the player is looking at. What I would suggest you add would be a lives counter or a way of being able to restart the game once the player dies.  

Overall I enjoyed this game a lot because there was no easy route to finding the mask which forced me to look around and explore the map more. I also thought it was funny how you named your projectile shooter "Purell" and how you related it to the overall theme of the game.

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Hi Georgia, I really liked how you added an element of craziness or "chaos" to your game with the purple balls bouncing around in different directions. It fits along with your game title "Mayhem." It also adds a bit of a challenge to the game trying to move the pink ball to the end of the level while dealing with colliding purple balls at the same time. What I would change or improve would be the timer. I love the UI aspect of the timer being that it appears right it front of you to see in the game. I think it would be cool if you added an additional challenge aspect to the game by counting down the timer instead of increasing it(though this is overall based on preference), or by keeping track of the player's personal best times. Another thing I would improve would be the reset/restart of the game. Perhaps when the game resets back to the start you could reset the timer, or give the user the preference of using keyboard input to restart the game if they would like. Overall, I think the game is successful in fitting the chaotic theme that was intended with the purple balls moving around. In particular, the fact that the purple balls are seemingly moving in random directions makes the game unique, as you don't know what to expect as the player trying to navigate to the finish.  

(9 edits)

Celeste, I love how you made this game so challenging. At first, I didn't even notice there was a timer, but when I realized the number was decreasing in the console, I knew I had to move the ball fast to complete the level. I also think you put a lot of work into the design of the game with the declining stairway, and the rotating cylinders, and the orange cones("lava pits"). The cylinders in particular added a unique challenge to the game, as I had to time when I moved the ball passed them. The orange cones also caught me off guard, since when I ran into them initially I was surprised when the player was spawned back at the starting point. Overall, I love how the game keeps you on your toes. You can't delay the motion of the ball, have to avoid falling off the map, and have to time when to move it. With this game, you can't go wrong with the element of surprise. What I feel the game could improve on is the speed/motion of the two rotating yellow cylinders. When I was playing the game, it looked like they were rotating way too fast, and that made it very difficult to move the ball past them. Overall, I love challenging games, and your prototype certainly presents the player with challenges that they have to learn and adapt to as they go along.

(8 edits)

What stood out to me the most about this game was the design. Opening up the game, what first popped out at me was the lizard. I like how the lizard acts as a mascot or a symbol to the game. I also like setting of the game. At a first glance, you wouldn't be able to tell that you are in a Unity world because the game is zoomed in and only captures the immediate environment. The blue sky and varying sizes of green pipes kind of reminded me of how some of the levels in Mario looked like and I also thought the reflection of light off the pipes from the sky added a realistic element to the game. 

What I feel could use improvement would be the ball spawner. When the ball fell off the map or when it collided with the two paddles, I noticed a message in the console that stated that the spawner.spawnobject method was trying to be invoked. However, the method wasn't being called as no balls were being spawned. This issue confused me a little as I wasn't sure if the challenge aspect of the game involved having to control more than just one ball with the two paddles. 

Overall, as I stated above, I loved the design of the game. I also feel that the mechanics of paddles are pretty straight forward and not hard to grasp. What I feel could be added to the game would be new(or progressing) challenges as you move along. Increasing the speed of the ball on each bounce, or adding a lives/score counter to keep track of the player's progress are some examples that came to mind, but there are others that you could add based on where you want the game to go.