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Oscar Barroso

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A member registered Mar 20, 2020 · View creator page →

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I somewhat like the concept here: Red enemies just deal damage (along with other hazards), while green enemies instantly kill you.

My only complaint is how little room I'm given to jump around the map, especially when I'm trying to avoid incoming enemies.

Also, add a tutorial in the game to show me what the controls are. Because during my second playthrough I had no idea I could use a sword.

My biggest issue here is the projectiles being spawned at random, especially how they're used near the end of the game.

I'm being punished for moving more than 2 seconds, but I also need to be constantly moving in order to avoid the enemy chasing me and projectiles falling from the sky. I had to pause for a moment to recharge my timer, then all of a sudden a projectile falls on me. I think this is just a weird way to make your game hard for the sake of it being hard, and you should try avoiding that.

Not much really happened during my session. 

Most of the time, I was just spawning humans and trees and a few rocks to balance the world. 15 minutes in and a bridge spawns in the game, but after that nothing else happened.

I didn't even know that I could destroy them. That's probably something you should of mentioned on your tutorial. You mentioned the crates, but left out the shurikens.

I've seen a few games where they tried this kind of concept, but I don't think this seems to work. It's kind of hard to keep track of the reflection side of things, especially later on in the game. 

Also, I got really confused on some level completions. Like, one of my characters didn't make it to the end, but the other one did. Do I only need one in order to finish a level?

Had to restart the game, when I ran out of bubbles and realized that I need at least one in order to use the portal.

The two shurikens patrolling around the box where I need to refill my bubbles are very hard to avoid.

The audio and visuals are really cool. 

There was a moment where my character found a doppelganger of herself, and when they were walking side by side, movement was stopped constantly. Is that a bug?

There were moments where I didn't understand how to progress in the game. For example, I didn't really know how to defeat the enemy, until I picked something from my items list, as every time I go for an attack it would always evade.

I love the visuals and the audio bringing a real nice and dark atmosphere into the world. Some areas, like hallways, are a little claustrophobic (if that makes sense) but it does pay off well.

I think my favorite part was the introduction to the explosive barrels at level three, and that one scene where I could use it against the enemies.

I have a few complaints though:

I kind of wish there was a new enemy type that was introduced later in the game. Because fighting the same ones for all three levels was a bit tiring.

The lack of an ability to use the gun and flashlight at the same time was a bit disappointing. There were at least two encounters where I wish I could really do that.


Overall, I did enjoy it.

Just a basic top down shooter. 

I do have some issues with it:

I can't tell whether the objects that were falling towards me were either projectiles or just background out, because at times I either lost health or I didn't if I interacted with them. Is that a bug?

What exactly was the second bar, underneath the health, for?

I'm not a huge fan of the audio (especially the birds). You don't need to attach an audio file to each and every single one of them, because that would be horrendous if multiple of them spawned on screen.

I'm guessing that this is just a hacking game? And I need to input a certain command in order to progress in the game?

If so, then I have no idea what codes I need to input. There's really no tutorial, or unless there is then I can't understand it. 

I'd figure a help feature would be nice. However, I think just listing a huge amount of commands for the player to input would be a bit overwhelming and would be giving them too much to start with.

The audio and visuals are really nice.

I find the combat to be either really tricky to get used to or unnecessary for this kind of game. For instance, why is there aiming when I need to constantly move away from projectiles coming at me? I don't understand how that works. Also, swapping from the Bow and Shield is kind of difficult. And at times, the shield/bow doesn't show up on screen when I hit LCTRL. 

Another thing to note is there's times when I can't double jump. Is there a stamina bar that I'm not noticing?

I think your tutorial and gameplay need a bit more work.

It was kind of confusing to navigate around the game, that when I thought I made some progress I found myself back to the starting point. Gameplay is a bit harsh, especially in areas where I have such small space to jump, and I had to avoid the spikes so I didn't get damaged.

Movement and combat needs a bit more polishing. I found the movement to be very slow. Did you forget to add a 2D physics material to your player object? Because I kept getting stuck by the edges of a platform. 

Other than just shooting projectiles, I don't see combat being very engaging. Especially with the floating demons, as they seem really difficult to evade and/or take down.

Was their audio to your game? Because I couldn't hear it.

So some parts of the tutorial I couldn't read, as some text were off screen (especially on level two).

How do I even shapeshift back to a circle? Because I had to restart the game and play level two as a circle, even though the tutorial seemed to encourage me to play as a square. There doesn't seem to be much benefit playing as a circle, other than exiting through doors that can be only be entered if you're that shape.

This does seem fun; I just think your tutorial (or introduction) needs a bit more polishing.

I like the visuals (character and environment), and the U.I. looked fine for the most part.

I didn't really get what I was supposed to do, at first. The U.I., for listing the stuff I had to do for the day was confusing as well, as I didn't  know which item was what between the T.V. and the computer. Other than that, I didn't find it interesting to do the same exact tasks for each in-game day. Maybe you should of focused on one day (instead of seven), and have the player do a list of tasks that must be completed in a certain amount of time.

If you don't mind me asking, but what did you want your game to be?

Okay, I see this a lot in game jams where the developers try to tell the player a story, but they don't even let the player explore their game or have anything that's engaging enough for them to stick around for long.

In other words, story should not be your priority here. You should understand what your main mechanic is, work with it, then if it executes well you can show the player your setting. 

You have a platformer, but you also have a flat surface in the beginning of your game. Have at least some obstacles that's easy to jump around or get by, instead of having to pick up objects and try to drop them perfectly in order to get over to the other side. That part was pretty stressful, as the flower was dropped down the staircase and I had to walk back down to retrieve it over and over.

Judging by the grammar, I'm guessing English isn't your primary language? You should have somebody double check your dialogue, before adding it into the game.

Combat and collisions have a lot of issues. There were times when the bullet didn't collide with me, but I still took damage by it. Parrying doesn't seem to work, or unless I'm doing something wrong. Health packs would have been nice too. Especially as a reward system, since there wasn't one here. The last boss fight was disappointing, as I was just jumping and shooting for the entire time.

Some minor things are the soundtrack not fitting in with this kind of game. And when you have a credits scene, make sure to list not only the team members but also what their contribution to the project was.

Also, game breaking bug about the bullets not colliding with me: I jumped over one of the projectiles, but I somehow got killed by it and the screen froze. This happened during my second play through.

The visuals are great, and the music did set the atmosphere very well and dark.

Not the strongest narrative, but I thought it was pretty good.

There are some issues, like with the flashlight not loading properly when I enter a new scene, the A key doesn't seem to work, and on my second play through the character model doesn't load.

There's really not much to do here, other than run and jump. Perhaps a mechanic where you can break certain barriers in order to evade death? But that's just an idea.

Level design needs a bit more work too. I keep running into dead ends, and I can't really see the path ahead of me.

A real nice concept about placing the correct rhythms in order.

Only thing I wish was if the tutorial was a bit more clearer or at least noted that I can move certain keys around the field. 

Great job!

I like the idea you brought up where if the evidence is found then you can show it to the suspect, or directly question them about it, and they would eventually speak out about the whole thing. It would honestly be a nice touch. I think L.A. Noire does this pretty well when you catch a lie, you can just bring up the evidence that you found and the suspect would give up and tell you everything.

I think if you want instructions to be slightly clearer, or have an easier introduction, then maybe a case where there are only three suspects (instead of seven) and you just leave the player to do the rest. Because kind of what I mentioned on my play through, I did felt a little overwhelmed with all the information and stories I got from interrogations. I had to constantly go back and review what I found on suspects' houses and see if anything fit with what one or the other said to me.

I think I said this already, but I do see this with a lot of potential and I hope you work on it some more.

Yeah that's kind of what I meant haha.

I mentioned the love triangle and the business deal going wrong and stuff. After investigating their houses, there were two suspects with emails or letters detailing something like "Hey, I got the job done." Which led me thinking, "So, it's one of these two?" It felt really weird.

I think the concept is really cool. You have a case where someone is murdered, but with very little information. There's multiple suspects, which some of them seem to have a close relationship with the victim, and your job is to find out who did it.

I really liked the music too. It did help set the mood, as I was reading the report(s) and the suspects' profiles. Even though I thought some of the characters looked rather odd; the visuals were pretty great.

I didn't noticed this, but during my second play through I saw some information was changed (cause of death, location of the body, etc.), in which I thought was neat. Though the only fault of that is the dialogue of each suspect remained the same, and I remember one of them mentioned stabbing on my first play-through.

However, here's where I think it falls flat (and you can correct me on this if I'm wrong):

I felt that the plot was all over the place. It was really cool to see that I was progressing with the case by interrogating with the suspects, in which some information I got out of was "Oh, I heard X person had an argument with Y person." But then when I interrogate with Y and the later, I unravel that there was a love triangle going on, or there was a business relationship that got busted, or there was more blackmailing, and so on. Everything was all over the place, and I felt overwhelmed with some of the information. I ended up trusting my gut and locked up the correct person at the end.

Overall, I did like it and I hope you continue to expand on this.

I have a few issues with this (with all due respect of course):

1. I wasn't sure what I was suppose to do. I didn't even know that I could move to different areas, and continue to complete my quest.

2. Never start off your game with a bunch of text explaining the backstory. I mean, you can have that in your game. But don't explain what the story is, when I haven't been taught how to play the game.

3. A.I. tends to spawn at completely random spots in the level, that at least two times some of them spawned right on me.

4. This one ties with number two, but I was unfamiliar with the U.I., that I didn't even know that I had a health bar the whole time.

In a more positive note, I like the rogue-like style you were going with and the visuals do look nice.  I just think the mechanics and A.I. need a bit more polishing.

I love the visuals on how they gave such a creepy vibe.

Though I do have some criticism:

1. I felt pretty lost when I was in the city. After exiting the house, I wasn't sure where else I was suppose to go. It seemed that the candles were guiding me the entire time, but I returned to the streets and I wasn't sure where to turn to.

2. I somehow clipped out and fell out of the world, when I entered an alley. I thought I would find something there, but I ended up falling and returned back to the beginning of the scene.

3. Texturing needs a bit more work, especially the road.

4. The first track in the beginning felt really off. Like it shouldn't be there, for this kind of game.

It looks neat, but I'm really lost here. I'm not sure what I'm supposed to do in order to progress.

I was confused on how to progress in this game, as some cut scenes would trigger back from where I started (I don't know if that's a bug). It's a pretty neat concept though.

Some of the interact bubbles were really hard to spot on the images, especially with the skeletons.

There seems to be some issues with the movement here. Especially the jumping. In some cases, it wasn't responding and I kept dying.

I think your tutorial needs a bit more work too. Even though I found the fireworks to be fun to move around, having a bunch of text placed on the wall and explaining how they work is a bit tedious. Placing fireworks on objects, just so they could reach the button, was really difficult to do.

Was there any audio? I didn't hear anything.

It's kind of a neat concept. However, I'd argue that setting player controller on velocity isn't the best for jumping and moving around platforms. But hey, that's just me haha.

Movement is a little  too slippery. The camera needs a bit of tweaking, since there were some parts where I couldn't see the platform whether I needed to dash or jump across to it.

I felt that the box dodging was a bit random, for this kind of game. 

I thought the story was kind of nice, but wasn't sure if the pathways at the end really impacted the setting overall.

I love the soundtrack and the visuals.

I was confused as to why I was gaining and losing points, as I was moving from one place to another. Am I suppose to time my movements correctly or is there  a path I'm suppose to follow?

In game camera needs a bit more work, since some platforms were out of view. On one level, I find it hard to just have the whole thing dedicated to "a leap of faith". In other words, simply falling and not having a clear visual on where the hazardous objects are is kind of frustrating.

It seems to me that you guys didn't know how else to deliver with the mechanic, instead of constantly jumping and pressing shift at the right time.

The objective was pretty easy to understand. Though the movement did feel a bit slow at first, it did help near the end when I needed to get one more block to alter. 

I like the visuals, and the soundtrack was pretty neat. 

Frankly, I'm not sure what I'm supposed to get out of this. I'm just holding down D the whole time and the characters take their time just to say less than four  words for the whole game. What was it that you were trying to tell? Because it didn't seem you delivered on that.

Thank you so much for playing our game!

I watched the stream and I think you made some valid points. The weakness was we couldn't really get play testers to try the game out to see what worked and what didn't. Since the team was just me and another guy, we tried the best we could to deliver the best experience.

Once again, thank you for playing and giving us your honest feedback!

Camera and combat feel a bit off here. The boss is a bit tough, when there's only so little you can do and enemies always swarming at you.

There's no tutorial telling me the controls, especially for that special ability that ties with the theme of the game.

I found you from YouTube, back when you joined Blackthorn's game jam and showed off what you were working on. I thought it was neat.

Your new video got recommended to me and I wanted to try this one out.

I do like the music and the artwork. However, I did find the puzzles to be quite confusing though.

I hope you continue on with this!

I like how there's different types of enemies that the player has to look out for. The projectile missiles are my favorite out of the three.

Though the friendly ships do help, I feel like they could do more rather than heal me. Something like Galaga where if I have another ship then I can use it to attack enemies.

I find the movement to be very slow, especially for a game like this.

Artwork for the enemies could use more work too. In other words, if the enemies are aliens then have two or three different assets of them in your game and make it look like you're fighting aliens. All due respect, but it looks like I'm fighting enemies that are either recycled content or old assets from a completely different game.

This is kind of fun.

My biggest problems were movement being very tough to get use to and the lack of music.

Some minor ones being U.I. mentioning what needs to be fixed, but the text for which room it was is a bit small to read. Also, the tutorial mentions spawning chimps, but I didn't see a button at the bottom of the screen, until a minute later.

This is very fun, but also kind of hard xD