This is a very nice, complete game I would say. The aesthetic of the game overall is very unified and I like it. I think the mechanic is relatively simple but it works. My biggest concern is that I'm not entire sure about what the perspective of the game is. I guess that when we say non-human POV that could mean a POV which is not bound to the normal trends of time and space but this game doesn't really feel like it offers much insight into any particular POV. I was expecting from the name that it might be a more intense stealth game in which the player is able to skip through time and not exist for a while. As it stand now I think this is a very well polished and fun little game but I'm not sure if it really fits the prompt too well.
Michael Poltronieri Tang
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I think this is a very interesting project. I love playing not only with the conceptual perspective of the game but also the literal perspective by making the player almost entirely blind and forcing them to use echolocation. I think the echolocation effect might be a little challenging right now and might be more effective if it showed the world for a little longer and faded out.
The way you move around seems weird to me but that might just be because of the echolocation but it felt like I was on a hill but that I was perpendicular to the vertical axis and not the ground which is unusual especially for a tiny creature like a shrew.
I like this concept a lot. The idea of using the way a crab moves sideways is really funny to me. I really like the way the controls are laid out on two halves of the keyboard. I think it really adds to the sort of disorientation of being a crab.
The actual gameplay is relatively simple but I think it's a nice little experience. I'd be interested to see this sort of expanded on and how a crab might go about other activities with this same control scheme.
I think this is a super cool idea. I love working with altered perspective kind of things like this. The idea of trying to simulate a single dimensional being is really interesting.
The first thing I think this game could benefit from is a little bit of color. Right now I think the hardest part of maneuvering the maze is not that it is 2D but that it is monocolor. I think it would be much more interesting if the further things were they might be a slightly different color. Additionally, this is a slightly strange example of 2D organisms I think. It might be more interesting if things were moving or perhaps if there was an element of gravity.
This is a nice little game. If you hadn't told me so through text I would have only assumed that I was a frog. There might be some way to convey that to the player like having a tongue appear to catch the fly or by having some frog like sounds while you play.
The gameplay is relatively simple but I think it works overall. I think the biggest mechanical change I would make is just how the flies appear. Right now they seem to come on a strict clock and the they come 2 at a time. Switching this up would make the game feel a lot more interesting in my opinion. Additionally, I'm unsure of how you're spawning the flies and making them move but right now it feels very basic and sometimes the flies are too far up or down to really be able to see them. I think giving them just a little AI so they can fly a little more erratically would be really interesting.
This is a cute little experience. The aesthetics are top notch with their low poly look. It does a good job showing everything off.
The gameplay is very basic. It's strange to not even be able to control when the fox is walking or not and only control its turning. Additionally, the camera angle is a little difficult to work with. I assume the camera angle was chosen to show of the fox's walk but its very hard to orient yourself from the diagonal angle that you are given.
Overall, I'd say this is a very basic project but its aesthetics are definitely solid.
This is a cute little top down shooter. I like the fact that you combine some of the stranger assets we got for this project. The game functions pretty well overall but I don't think I was able to receive and sort of end state for the game.
My biggest concern about the game is the details of the feel. There isn't any kind of feedback when you shoot enemies or when you are shot. There isn't any indication of your health or there's. The movement feels a little awkward because it's linear instead of easing in or out of movement.
Overall, a nice little experiment that I think could benefit greatly from a little more polish.
I think this is a solid game. It works great and it's a pretty simple concept that you executed well.
My biggest concern is one that I have with a lot of the project from this jam. It seems you saw that we had a dictionary.txt file and just decided to use that instead of using any other assets. While it isn't technically an issue with the game I think it's a little disappointing to not try and make use of more assets from the jam just because it's an opportunity to try and create something strange and unique.
I really appreciate what you did here. I'm glad you chose to combine several of the stranger assets we were given to work with.
I'm not sure exactly what I'm supposed to be doing or what the goal of the game is. It doesn't feel like there is any real game here and I think that could honestly work but I think you maybe could've added more strange details to the game. Maybe more things to interact with and having your actions create seemingly random outcomes might be an interesting avantgarde gaming experience.
This is a small game, but I like it a lot actually. The idea of being a fish trying to return to the water but all you can do is struggle and flop is very interesting to me.
I've noticed this with a few of the games from the jam but it seems like you just found a single asset from those we were given and created your game based on that instead of forcing yourself to combine and figure out how to use some of the strange things we were given. I think it would be interesting if you implemented several levels which grew stranger and stranger as the incorporate more of the strange assets we were given.
Additionally, I think this would be a great idea for a physics game so instead of using what seems to be some applied force to jump and "I don't know how" to wiggle it might be more interesting if you were to use the inputs to like contort the fish's body to bend in one direction or another and you have to use that motion to get you back to the water.
This feels very basic. It's pleasant and calming but there isn't a lot here. I see that you used a lot of the fish model and it looks like you might've used the jewels as rocks for the cavern. I think all of that works but there doesn't really seem to be a reason to anything I'm doing. Once I've played this for about 5 seconds I've gotten the entire experience.
I think it would've been more interesting if you forced yourself to use more of the included assets for the game. The bizarre nature of the assets force you to create strange things but it feels like you chose one, the fish, and just created a game which only really needed that once asset.
Additionally, the fact that there is an invisible ceiling is slightly strange to me and the fact that the rocks are blue doesn't make this feel like a polished experience. I assume you made the blue to simulate being underwater but I think adding a thick blue fog on the whole game might've been better.
This is a cute little game. The aesthetic is very interesting and I think it fits well. I was a little confused at first about what I was supposed to do. I picked up that I was supposed to click the letter that was red quickly but I didn't get a lot of feedback from the game about when it worked so I didn't realize that sometimes I had to click the key more than once and other times I only had to click once. Maybe a little more guidance would be nice.
The games also relatively simple and I think it works. This feels like a segment of a larger game to me and I'd be interested to see what that larger project would be.
This feels incredibly bizarre like a sequel to Seaman. The aesthetic is very you and the game plays seemingly very well. The biggest concern is just that there isn't too much to do right now. I'm sure there was a lot of work to do to make what is here function as well as it does but I think a little more interaction would be nice. Even if it wasn't direct interaction, if the player had more control over the health and wellbeing of the huish it might be nice.
This is a really interesting concept and I love the idea of taking care of a blobfish by absolutely misunderstanding what it needs that they need to be under great pressure. It would be nice if maybe each way pressure is applied was maybe a little more unique mechanically. Like if they had a minigame or something because right now you just have to click any button once and a while.
The visual style is really interesting and I like it for the concept. I'm a little confused about why you have to click on the different environmental things to unlock the pressure buttons but then you click on a separate button to apply the pressure.
Overall, I think this is a very interesting base but I think you might've been able to a little more in the time, and I would've love to see a little more of this game.
This is a wonderful bit of technical work. It's a pretty traditional virtual pet game but the effort you put into the AI and procedural animation is clear.
Like you mentioned on the game page, there isn't too much to do right now. I think this works great as a little tech demo or prototype for the base of a larger game but as it stands it doesn't have too much that is particularly stand out. The fact that you were able to make what you did in a week is very impressive but some times it's important to think about what is going to be the most interesting result instead of the most technically realized result.
That's not to say this isn't a good project or that you should've worked on something else but I do think you should think about what's going to be a little out of the box. Just a single unique feature would go a long way to really ingrain this in my mind.
This is a cute little game. It's pretty basic but not unfun. I'd call this more of a clicker game than a traditional virtual pet game.
The basic mechanic of clicking the fire hydrant and the chests is fun enough. It would be nice to see a little more characterization to the fire hydrant. I think bizarre virtual pet games where you have to create a bond with a strange object are interesting but they're usually made by the ways you take care of the inanimate object. Like if you could spend gold to improve the living quarters or add accessories to the hydrant might be nice.
A very simple game that reminds me a lot of Flash games I used to play. I think it's a fun little game. The visual design is a little strange and inconcistant. It's strange to me that grass for some reason indicates elevators because to me grass is the most natural material for ground in the game. Maybe something like a steel beam might make sense.
Overall it's a nice little game which doesn't take too much thought. I'd look into creating some sort of a tile based system so you can create a level editor because those kind of things tend to work really well for these games.
I really like the concept of this game. It feels like a really interesting starting point for a slightly larger project. The visual design has a very simple yet intriguing style which reminds me of some tarot decks I've seen before.
The gameplay goal is simple but still feels fun and challenging. My main concern is that there isn't a lot of communication about which direction the ring is going to move and the moving is currently very sudden. A turning animation of the ring snapping into place as it rotates might be nice and some kind of indicator about the current direction of the ring might help the player prepare a bit more.
Additionally, I like the visual differences between the blocks but it does feel as though they might be used in some other way other than just looking different. Maybe some kind of UNO like system where each ring section has a different shape on it and you can match either the color or the shape?
I really enjoy this game as a little thing to do. It feels like it would fit perfectly as a minigame into another project like a virtual pet game maybe *wink wink*.
The art style is very nice and makes me feel safe and cozy. The audio is a little loud I think and seems a little strange when compared to the concept.
Also, the dual bar system you have feels a little strange and doesn't quite explain the goal and mechanic of the game super well. I'd look at that and think about how to convey the "pet for a while but not too long" concept to the player. Maybe the bunny could emanate a stream of hearts while being pet but they slowly stop and change to skulls to show that the bunny is getting tired of being pet.
This game is absolutely bizarre in the best way possible. Very simple and honestly a little addicting. The visual style and audio design go really well together and mixed with the concept it's just absolutely delightful.
My one thing concern is mainly about what causes the hammer to move and change speed and everything. I couldn't recognize any real pattern and while it does add to the chaotic nature of the game it would have been interesting to see it a little more controlled by the player, perhaps by how many nuts they have smashed.
Overall an accurate recreation of the original. The enemies seem to move in a nice way which prevents them from getting too far but are still constantly moving.
My biggest concern is that the game is very slow. If the game just ran faster I think a lot of things would feel better. Turning in particular seems slow and the game seems to take place on an infinite linear track instead of in a 3D space which is a little disappointing.
Other than the speed the game looks accurate to the original and the basic mechanics are all there.
Overall, a very faithful recreation. The visual style using a downscaled world to create an accurate pixel perfect look is nice. My main complaint would be the the movement feels a bit slow and choppy. Especially the rate of turning seems very low and it makes the game feel much less action-packed than the original.
Other than that small gripe the game seems pretty accurate to the original.
This is a pretty rudimentary clone of the original. It functions to an extent but it's a little disappointing. First, turning doesn't feel great. It's very linear and feels very mechanical. Some kind of easing in and out might make this feel better but it isn't too important. More important is the amount of jittering which occurs when you drive toward the edges of the course. It's rather unsightly and it shouldn't be too hard of a fix.
Additionally, the use of only primitive shapes can be effective but it feels very placeholder-y right now. The enemy in the game being a default colored floating cube just feel a bit lazy. The cube also does not comply to the boundaries of the road as it moves left and right seemingly on a timer.
Overall, I'd say it's a good start but there's a lot of polish missing that could make this feel a lot better.
The first thing I have to say is that it feels like the collider on the player is too large. In the original, there isn't much danger of turning into a tree which you've visually passed, only colliding head on and it can be frustrating to try to weave in and out of trees only to hit one.
Additionally, there seem to be a few things about the tree spawning which could be improved. Once I had a tree spawn directly in front of my with no way to avoid it. Additionally, the density of the trees seems to change a lot ocassionally making it very difficult to move.
Overall, the controls feel good and the way you handled the endless space works well enough.
I appreciate the sound design. You made do with what you had but it gets very grating after a while. Some kind of randomization or pitch shifting would go a long way to improve the listenability of the game.
Overall, the game controls well I would say. The way the trees approach is rather strange but accurate to the original game. My biggest complaint about the movement of the game is the turning. It feel like the turning is very slow and doesn't give me the feeling of turning around in an open space but instead it seems more like I can only swerve left and right on an endless track.
I just @'d you on Twitter
https://twitter.com/ItIs5th/status/1294013889135476742?s=20
I've been designing small projects for a while now, but I recently attended the Global Game Jam at NYU. Since then, I've been longing to work with a team again to work on something.
I work in C# and I like to help with story and dialogue writing.
I'm a big fan of retro style games. I don't know what else to say.