As a big fan of liminal spaces, this experience definitely fits that vibe. The sound design is well done and I like how varied they visual experiences are, One thing that could add more depth to the overall experience is a more clear narrative or something else that compels the player to keep exploring. Perhaps a mystery introduced in the beginning that only comes together as the player reaches the end? Anyway good stuff, I hope you get to expand upon it more!
Roshankreddy
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i enjoyed playing this game during the playtest and I think the idea behind it is funny. This was mentioned during class, but I think it would be cool to differentiate between the player and controlling Jim a bit more. As if you are more like a phantom influencing positive outcomes in Jim's gameplay. Maybe the controls could be more limited to a simple point and click? I also think that showing the pieces that allow Jim to win the game while he is playing on the side would be a great visual addition. Fun and funny idea, I hope you get to expand upon it more.
I think this idea is really cool, and I got a real sense from the gameplay footage how creepy it could be. It raises a lot of interesting ideas and almost feels like the premise to a black mirror episode. I'm not sure if this suggestion is do-able, but I think the ultimate vision of this could be to make it so everyone who plays it can go through some sort of consent process that would allow them to have their own avatar created and their own data analyzed and brought into the game. It would definitely provoke a lot of discourse and force players to come face to face with their own consumerism and how these large tech companies shape our lives. Anyway very cool idea, I hope you get to expand upon it!
I thoroughly enjoyed the concept behind this games character. I think it's a super unique idea and one that you should really consider expanding. This was mentioned in class but at the conclusion of the game one of the players ends up being, for lack of a better word, "deleted". And it would be interesting to see different ways to handle that, such as making the player on the back fold into the first player so it feels like they've come together to make a stronger protagonist. One thing that you could do is have the player on the left of the screen ( which I assume represents the struggles that character has gone through ) stronger. Maybe this would allow that side of the character to move an obstacle out of the way that the other side can not. Perhaps there could also be a flip function where the players keep the same side of the actual character and its attributes, but they which swap side of the screen they're controlling. I think it would also be cool to add more of those animations that were mentioned where one side of the character is mounted more on the back. Anyway love this idea, hope you get to expand upon it!
I really like the way you incorporated these characters together. It almost feels like a fantasy version of the Fox and the Hound. I also really like that the health bars follow the characters. I wonder what the game play would feel like if the health bars for the cat and fox only appeared when they got hit or when they healed themselves. I also think numbers popping up on screen close to the characters that indicate the amount of damage the players receive when struck would be a nice touch. The face animations are terrific and I think the environmental settings are nice and diverse. It would be cool to expand the size and scope of the levels and maybe make them have stages? Anyway good stuff!
I thought this game was super fun and I think the concept behind it is funny. The scope of what it's trying to do is simple so I don't think there's much to improve upon that's already here, but maybe make the transition into the win card a little more gradual? Right now it pops up on the screen very quickly. I also think more levels would be fun!
I really loved the concept behind this game, and I think the message is one that I at least don't often get to witness in the gaming world. I would really be curious to see more games developed from this perspective as a longer expression, as I think it would offer an inclusive environment for girls that may not otherwise be drawn to gaming and I think it would inspire more young women to become developers.
From a mechanical perspective, I know that instructions are present when you start each mini-game, but I think having access to the input instructions during gameplay would go a long way. Maybe put a little help icon that you can click on during gameply as someone else suggested? Otherwise I thoroughly enjoyed it and felt like the message was delivered with a lot of humor that helped make it accessible.
I am not entirely sure if this was the intention behind this game, but I think the idea behind it is very humorous. If I were to suggest more to do from an art direction angle, I would say to try to see how absurd you could make it. Maybe add a coffee portion where you have to keep the hand stead as it serves coffee. Maybe there is a character sitting at the table waiting to be served and you have to make sure you don't drop the egg on him or pour hot coffee on him.
From a mechanical perspective, I think the controls need to be simplified or streamlined because as of right now you basically would need a third hand to play the game in a fluid manner as you jump one hand from keyboard to mouse and back and forth. Maybe keep the controls all on the left side of the keyboard? W,A,S,D to move, E to interact, R to rotate/flip? I'm sure there are many ways to do it, but yea I think a simplified control system would help a lot. I also noticed that some of the current move input can push the player outside of the kitchen environment so maybe some invisible walls are in need and adjustments to the players rigid body. Overall a fun idea!
I think this game is really nicely designed and I like the pace and the overall feeling as we transition from scene to scene. It's a bit of a surreal experience. One thing I noticed during my play through is that the elevator can accidentally knock you through the floor of the entire third level if you end up underneath of it. Maybe a fix for this would be to make the elevator only go up once the player is on top of it and then set the player as a child of the elevator until they reach the top. You could also make it so the elevator returns to it's start location if the player accidentally falls off and the elevator stops descending if the player is underneath of it so it doesn't knock you through. That way the player doesn't end up in a position where they can no longer progress. Overall I really liked the vibe of this game though!
I thought this game was really charming and thought that the little home the rat made for itself was quite cozy. One thing that I thought might enhance the overall immersion would be to put little rat scurrying or scampering sounds in that would trigger whenever the player moved. All of the basic mechanics are there though so maybe a next step would be incorporating more variety into the overall level designs.