Well, I hope you'll fix it anyways so I can try it out even tho the rating period is already over :')
Minjutin
Creator of
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Okay first of all, I beat the first 6 levels before writing this. Most of these are my own opinions so there might be something that will not work for other players, but I tried to think the game as objectively as possible. Like I previously (maybe) said, I liked the idea and enjoyed the gameplay, so my comments are mostly about adding more visual cues and tweaking some small things.
(I also posted this without reading the previous comment so there might be some overlapping things)
GAME MECHANICS
- Ability to drag doors instead of clicking would be more intuitive to me.
- Some kind of high score system since currently the game doesn't remember what you got from separate levels.
- Is score really needed if we already have time counter? It can make the game more stressful to see your score slowly decreasing.
- Like someone already said, door position shouldn't reset every time you shoot but only if you choose to reset it.
- At least once, the ball moving horizontally and just stayed there jumping till infinity. It would be good if the game detected this and informed the player somehow, like "your ball is stuck, reset? " and a reset button. Or a mechanism that will push the ball a little when this kind of situation occurs. I'm not sure if you woud like to decrease the jump force over time or keep it constant, but you might want to try out both and see which one works better.
DIFFICULTY CURVE
It is possible that some people can't figure out certain levels and will get stuck, especially when not being able to collect all the stars. I think a usual way to fix this would be to make collecting stars more voluntary, for example adding each scene one star you must collect and to make other additional. Then, you could limit possibilities to proceed within different levels by giving certain star thresholds, like after the first 5 levels the player should've
1) beaten all the first 5 levels by collecting the main star and reaching the door
2) collected at least 10/15 stars
Requiring that the player always collects all the stars may be too much and you lose an opportunity to put any hard stars for more advanced players.
GRAPHICS
I like the graphics as they are, but the quality of them should be increased to lure people in. Published games usually have a good resolution but now it is kinda fuzzy in plazes, e.g. the player ball could be more hd like in the cover image. Might be about the game engine settings?
I would add some pretty highlights, like on the cannon where the ball is in. A small not so neccessary change but would make the game look more satisfying.
Also some kind of implicator when shooting that shows you the force used to shoot the ball. Like an arrow that will be bigger when the velocity will be high and smaller when don't. This would make gameplay easier after the player has figure out how fast the ball will be shot by analyzing the implicator.
PLATFORM
I feel like this has the most potential as mobile game, since most of the casual gamers are on that platform. It depends if you're going to make it free-to-play or not, since on the other hand people don't really spend money on Android games. Publishing in Steam also costs quite a lot, when in Google Play for example you must pay something like 25$ to put up your developer account and after that you can publish as many games as you want for free. There are a lot of other things to take on account too regarding publishing, like making a mobile build is a bit more complicated, but you should at least decide whether your main goal is to just publish your own game or actually to profit with it.
3D assets are well put and the black jack game itself is well impelemented -like irl, it feels like you lose most of the time. I also had to shut it down soon after the black jack game stopped since I got honestly scared that something horrible would happen :D. So if your goal was to make a horror game, you succeed in that.
(also, next time you could try posting a ZIP-file of the build version that works on your pc, so all the components would automatically be there when downloaded)
First of all, thanks for playing! And yes you guessed the shield mechanism correctly, it was unfortunately one of those features I didn't have that much time to test out so even though it should be working it's entirely possible it has broken at some point :') Thanks for pointing that out, I'll check it out later.
In my top 3 entries here (and I've played about 150 so far), the idea just feels so special and has a lot of potential in my opinion. I felt that kind of childish joy when encountering something really new and creative for the first time. I wished it was a slightly faster tho and obviously that it would have more content in the future. The game actually kind of reminds me of scribblenauts! What a wonderful experience.
Physics are complicated honestly, I always avoid making them till the last possible moment myself :') I also noticed you created the game with Unity which is also impressive, since even though it's a popular engine I feel like it's harder to use for beginners.
There isn't really that many bugs to fix, all basic mechanics work well enough for a jam game. I believe that if you fixed these, the game would already feel a lot better.
BUGS
- I think the biggest problem is that collider boxes feel off. At the first level, you can walk left/right from the box but still not fall down. I recommend shrinking the player collider box so the hat for example wont be collinding with the platforms, only the player body. If you wanted the head to collide too, you should use two collider boxes. It's a good practice to only use collider boxes for areas that are visible in sprite.
- Can move with right/left arrow but can't jump from up button.
- When hitting the volcano or the stove, the player character will disappear but not respwan.
TWEAKS FOR YOUR FUTURE POSSIBLE BUILD
- The biggest clunkiness in movement is the slide that happens after you have walked a while. Usually in games (if the ground isn't made in ice or smth), the character stops moving almost immediately after running. I assume you're using rigidbodies so using some physic materials should quickly fix it, for example.
- I would try some other approach with arrow managing. It would be nice if I could manage them with 1, 2 or 3 for example. Or if you pick up an arrow while not holding any arrow, I would make the picked arrow automatically chosen to minimaze the hazzle with arrow selection.
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That's everything I found. But this is a good prototype already, and like I said making a platformer with Unity especially without using tutorials is difficult. I seriously liked the game and am happy if you manage to keep working with it, I also sincerely hope you'll get to continue within this competition since I can see you worked hard and created something more unique. So in my opinion, you deserve to be proud of the game.
It takes some time to get to the game itself so I recommend adding some screenshots / information on your game page about the game mechanics you chose (a skip button would also be really neat). Also, I might've accidentally chosen Day 3 first and am not sure what to do in the snaking part, and am too sleep-deprivated to watch the cutscenes again lol. But the snake game looks good and the visual novel parts seem to be well written.
I liked this! A lot of potential, I would like to play an actual roguelike game like this. Just add more strategy and abilities and enemies and it will be perfect. I recommend making a webgl build in the future tho, especially if continuing with unity, you deserve more people to try this out but downloadable files tend to scare them away.
Two minigames complement each other well, many features and potential things to update in the future. Overall, a good game worth trying out! The only confusing thing was that when cutting trees it told me to press space when I had to press left mouse button, luckily I figured that out before leaving. Good job.
First of all, the art is great, very quirky and charming. After I figured out how to use skills, I feel like they actually brought new game mechanics to the game. My favorite was the shield, at first I just destroyed everything with it but the fact it also destroyed the gems (</3) was game design wise really good decision. It's nice that you managed to add this many features here as well.