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Silence Norfleet

15
Posts
A member registered Mar 21, 2020

Recent community posts

as you stated. this is an alpha build to test some mechanics and visuals. please let me know if you update it so i can give you a better review of the game. very simplistic in its current state and very much like all the others of its genre right now. hope to see some update and something that makes it stick out from the rest of the crowd. 

That was really fun to play. here is my feedback:

1) as a person with slight reading comprehension deficit, a text based game is not usually something I'm interested in. this kept my attention even though i couldn't read everything before several of the messages went away. i think there were 3 or 4 long ones that i didn't make it through. not much for you to change here because its a time based game. only way i can see around this is to have the person read something in the beginning and calculate the time it takes them to read it so you know what their reading speed is then adjust the lawyer timer based on that. somewhere from 10 minutes for fast readers to 15 minutes for slower readers. 

2) a single case to solve is ok and it did change when i played it the next times around based on who was talking more or at what times  but I  would love to see multiple cases in the future. maybe start the game outside of the interrogation room with a selection of different cases and your goal is to solve them all or as many as you can by the end of the day. 

3) consider throwing in something that breaks the gameplay like another person entering the room that pulls one of the cops away for a moment so you are forced to be the opposite one for 10-20 seconds. 

4) i didn't know who was talking at first. it took me a little bit to realize that the two cops were at the bottom and the person being interrogated was at the top. would suggest to add some static images that show the person being interrogated during the whole thing and the good cop/bad cop slide in and out of the screen as you change who is talking. hope that game mechanic makes sense.

overall a very well done game. the concept here of switching during an interrogation is phenomenal to me. the change in color and speed of speech when switching is fantastic. these aspects kept my interest for a while but the replay ability is not that high with a single case. please take my feedback into consideration. if you do make an update to it, let me know so i can play it again. hope to see more from you in the future!

 

Well done game. rather impressed with a lot of it. here is my feedback:

1) mouse is not always visible on title screen. took a moment to find the start button because mouse wasn't showing and it was already highlighted red for some reason. the mouse movement over it didn't show any changes and it stayed red the entire time. 

2) once i got the game to start there is a message about me stealing a top secret vial that doesn't go away. i feel like 2 things should happen here. either the game should not be playable until these message go away or you show them a different way like at the bottom of the screen and they auto advance. i was able to walk around for a while before i realized space bar made it go to the next message. please restrict the game from beginning until these messages are gone or move them out of the view of the player. if you keep them how they are now, please put some indicator that says press space to advance the message. another options would be to have a piece of paper on a table at the start like the other tables that says this stuff so you don't have to click through the messages at the start of every game.

3) please let the player know what their controls are inside the game. once i pressed run game i couldn't see the controls listed and longer. 

4) i was able to glitch myself outside of the play area by standing in the doorway and closing the door on myself a few times. walked all the way to the end without picking up the keycard but couldn't find a way to get back into the playable area to escape correctly.

5) death screen and win screen could use a lot of improvement.

6) add more levels and more enemies and this could be a wildly popular game.

7) I do like the varying sounds when you walk on different things like grating vs concrete. i was able to find a section of grating in the room with the keycard that didn't make the correct sound though.

I would love to see more in this game. make another level if you can and possibly some other enemies. The current enemies are not challenging enough in my opinion. its just a simple dodge and wait game in that aspect. if you can make some that follow you while your light is on that would be a cool game mechanic instead of just staying on the same path the whole time. 

overall a very well done game just needs some more content to it and i could spend a while playing it. if you can figure out a way to make a random room generator that would be nice to see so then you would have a sort of dungeon run aspect that would keep the players interested and want to come back time and time again after they beat the store line. 

Not exactly sure how i would score this game because i broke it with the door glitch on my first run but it feels like it should have an 87% for me outside of that glitch. fix the death and win screen and that could easily go into the 90-95% range. if you make changes and upload a new one, please let me know. otherwise, keep up the good work and i hope to see more from you in the future!

very simplistic game. pixel art and music/sound are done well. This feels like more a prototype of concepts vs a polished game at this point. here is some feedback for you to consider.

1) a single level and game is finished seems like any replay ability is as low as it gets. i currently don't desire to play the game again without some more content or fixes. 

2) objective of the game was not stated clearly and took a moment to know what the controls were and what i was supposed to collect. died twice before figuring out the controls because a fan spawned on me or very close to me both times. please make sure the player knows this stuff.

3) the title screen has "press enter to start" but for whatever reason its written sideways and off to the end of the screen. not sure if that is supposed to be like an old school record label but i feel like it doesn't work for the game. Would put that down at the bottom center instead so you don't have to search the screen to see what button you need to press to start playing.

4) the edge of the map was clearly visible. watching the fans run off the screen where i was restricted felts weird and seeing the cars move sideways stopped me in my tracks with an out loud statement of "Is this game even done?" 

5) took a moment to figure out what my purpose was (collecting the guitars). please make sure the player knows what they are supposed to be doing so they don't walk away from your game because of confusion.

6) the game over graphic of the person's privates hanging out should not be in the game. this is a great way to get people to not want their kids to play your game.

7) the characters with the "love u" signs didn't always do damage to the player. not sure why they did sometimes and didn't other times.

Please make some changes to the game and let me know if you do so i can try it again. 

overall well designed game. here is my feedback:

1) game took a long time to do a first time initialization. loading was stuck at 80-90% for over 1 minute. i don't know what graphic or sound caused that to load so slowly but i don't have a slow computer so that felt very odd to me like the game crashed and i wanted to refresh the browser but decided to wait to give you proper feedback. after the initial load and me winning the game. i did refresh the browser and the load time was minimal each time after.

2) the first time the user plays the game they get a tutorial of sorts explaining what to do and some level select options and music mute option. after i won the game and inserted the coin to play more i no longer find that screen and it automatically loads into the first level each time. couldn't seem to find a way to get a menu to show up to quit the game and go back to the title screen. i would like to be able to play specific levels at my choice. (EDIT: after writing this i finally found that space bar gets you back to the title screen and there is a menu button in the top right. the space bar is not intuitive of a button and i don't see it listed anywhere to press that to get back to the title screen. the menu was hidden because i was not in full screen mode and was scrolled down slightly to see the floor of the game. the overall size of the window caused some issues for me. maybe adjust the none full screen size down slightly so it all fits in a standard web browser at 1920 x 1080 size easily without needing to scroll around)

3) the game is very bright and when you hit the little blue aliens the screen get even brighter. consider some color options (users choice if possible) to allow for a darker theme to the game. users will experience eye fatigue over time playing games with this level of brightness and will be forced to walk away from the screen to avoid headaches and eye strain. 

4) the tutorial / title screen instructions showed escaping from the mothership but i didn't see anything that looked like another ship as indicated in the picture. this image initially lead me to believe that there would be other ships chasing me during my escape but after playing it i realized that is not what it was trying to say. consider changing this graphic to show the players ship making its way to the arrow section of the level instead. this is especially confusing because the graphic shows the ship going left and the exit is always to the right. 

5) hitting the blue guys and taking a -1s penalty felt faster than waiting for the ship to touch the floor. the blue mess that they leave behind should go away over time. those extra particles will eventually cause things to slow down for the player if the level is long enough or there are too many blue aliens in a specific level. I'm imagining you would be adding more levels at some point and could run into this issue.

6) The ship always takes off in the same angle and waiting for it to land on the ground is annoying. consider adding mechanics that will allow the user to hold the button the adjust the angle some so instead of taking off at a 45 degree angle each time it could vary somewhere between about 30-60 degrees depending on how long they hold the button. you could even make an indicator go back and forth in that range while they hold the button. also add something to make the ship go to the ground faster. right click or down button. anything to help make this time frame reduced would make the game dynamic much better. think of it like Tetris, without that ability to get the pieces down faster the game would take forever and not be nearly as fun.

i played 1 full time around then during the 2nd run through, i stopped on the 3rd level and decided i didn't have incentive enough to continue. i couldn't see my current fastest times (besides when i won the first game), i thought that there was no indicator for my current run time on the level and the level was static so once i find the quickest path, its always the same. i didn't find the way to get back to the title screen until after i already wrote all of this up so trying to find my fastest runs didn't feel possible and i don't think players will think space is the button you need to press to get back to the title screen to see them or select a specific level. i realize that all of this seems like stuff that is actually there and ultimately the problem is that the window that loads is larger than my screen so i couldn't see everything and the Fullscreen button is half way there. i can barely see the words since they are more than half way missing. i finally clicked it only after saying to myself, "there must be a full screen in the bottom right like the other games and maybe this little blue box is that."

the game is well done overall.  i feel like if you make a few tweaks to it you will have more people wanting to play consistently. especially if you have a way for them to compete with one another somehow (overall scoreboard or 1 on 1 battles). if you update it please let me know so i can take a look at it again.

decent game concept here. dark puzzle maze. got a few things i think would make this better.

1) the sound effect for the skeletons dying is absolutely unnecessary. "oh, f me...." you almost had me quit the game after the first skeleton got hit but i wanted to give you some feedback instead of just saying "that was uncalled for an you should do better". get rid of this sound effect if you want players to actually play your game long term.

2) title screen plays music but the game doesn't have background music. if you are only using 1 audio player for your game i would suggest to make it 2 so you can have background and sound effects. if you have time make a background and sound effects adjustment option for their individual sound or at least a master volume selector.

3) title screen shows controls for keyboard and controller but doesn't separate them so for a computer user, the fire button seems to be space and a and x. would suggest a way to separate that for clarity.

4) there are no visual indicators for the wizard or the skeletons taking damage. if someone is playing without sound (trust me, people do play games this way). then they have no clue that the skeleton got hit or that the wizard took damage outside of the hearts. the first time the skeleton bounced off me, i thought the staff worked like a shield and that might be how you traverse through the level on able to take damage if you got hit in the back.

5) the beacon didn't stand out enough for me to know what it actually was. i thought it was a pile of sticks for making a camp fire the first time i played. please try to find a way to let the player know what they are looking for ahead of time besides just words.

6) the growing / shrinking light is a nice concept. would consider some of the light stays when the wizard fires the magic flame. for example. you start with a set distance of light (lets say 1 space away) you pick up the flame and now you have 2 spaces of light. when you use the magic flame, consider bringing it down half way to 1.5 spaces. then the player has incentive to collect all the flames in the map and isn't penalized so harshly for having to use the flames. maybe you want the difficulty at that amount, which is your choice ultimately. i think giving the player some kind of reward overall is better personally and a little more light is a simple fix here.

7) the first time I started the game, i was looking around the screen to see what the UI was and get a feel for the environment when a random skeleton came and hit me. same thing happened on the second level as well. would suggest to start the player in a spot where they do not take damage right away. simply move the spawn point please.

I hope that this helps you make the game better. please let me know if you do an update and i will try it again.

forgot something. please correct the spelling "Learnt" should be "Learned" for the spells

2) you are welcome to setup the title page any way you want. was just giving you stuff ive learned in the past

3) I did not download the game. the save file came after i beat the game. it auto saved somehow and gave me the option to continue when it pushed me back to the title screen. i was running it in chrome browser. as far as the resolution stuff, i was more or less trying to advise you to make the resolution option hidden when you export it to the webGL version (or whichever one you are using for web). if you can manage it, have the software figure out what version it is and auto hide then you don't have to remember to enable/disable it all the time. give this code a try. (i haven't tested it but i think it would work for you.)

// If the game is running in webGL then dont show resolutions. 
if(Application.platform == RuntimePlatform.WebGLPlayer;) { 
 // ... disable the resolution options here
}else{
 // ... enable the resolution options here
}

8) if they have to have some kind of dialog then i don't think they need to say anything beyond a 1 line message "Hey, do you have this card?" or "I'm looking for this card, do you have it?" that way its much less clicking for the user. obviously the bully should have his full dialog because you have the options in there. possibly the card shark kid goes into a loop of "you owe me X and there are only Y days left, better start paying up!" you did a great job with the dialog aspects for the bootcamp timeframe, please don't take that the wrong way. I'm trying to give you feedback to expand beyond that time frame into the next level of your game.

let me know when you update it and I'll give the game a few more run throughs to see if i can determine what is causing the crash.

nice game. i could play this for a while for sure. 1 major issue and a few things to talk about though.

1) having a cut scene as soon as the game loads is not the best way to start your games. don't show the cutscene until the user presses new game. this will fix future situations such as if they want to play the game on a saved file then they have to skip the cutscene each time it loads just to get to the title menu so you can continue your journey. 

2) on The title screen, initially every button is a different color and when i hover over the start new game it turns from green to a gray-ish which is counterintuitive. suggest that all the buttons (excluding exit) should be the same or a similar color and change only when you have one of them selected/hover over it so its easier to know what you are clicking on. if continue option is disabled make it a darker color than the rest (you did this but all the colors are different so it doesn't show its disabled easily)

3) settings menu had a drop down for resolution but no options in it otherwise it seemed to be setup rather well.

4) when other characters are talking, either highlight / bold their name or try to put their name on the first line and their conversation on the next line so its easier to read what they are saying without figuring out where the end of their name is and the conversation starts.

5) find a way to organize the cards by name or rarity. feel like my character has ADHD with the way his cards are in a random order and i have to keep scrolling around to try to find what people are looking for. 

6) when you buy booster packs from the store, it should show all the cards you gained visually and highlight or label the ones that are new to your character. scrolling repeatedly up and down to see if anything new gets cumbersome fast. 

7) not sure if this is intentional or not. you cant open shop once a day ends by just interacting with the shop again. you need to step away from the shop and move back towards it to get into the shop again. 

8) keep track of which character said what. it gets boring reading the same lines over and over without being able to do anything else about it but wait for them to finish talking. especially if they are saying the same thing time after time.

9) selling hellhound card caused the game to crash with an error code. not sure if it was that specific card or just a random occurrence. (this took place after i won the game and went back in using the continue button, dont think that has anything to do with it but want to give you as much info as i can about the crash)

10) restricting the max booster packs to 99 at a time sucks. i had way more money than i could spend and had to go in and out of the store multiple times to spend it all.

i completed the game on day 7 with 98 card. the concept is very fun. wish there was more interactions in the playground than just the loan shark kid. maybe you could have a way to gather people to go against the bully or maybe you could actually battle other kids with your cards. something else to do besides buy booster packs, sell the cards and pay off the loan shark kid would be nice. I love the aspect of haggling for price, that's a great mechanic in the game. i did come up with what i think is a decent strategy for earning as much as you can per day. ill keep playing to verify if my thoughts are correct or not. i was able to continue my journey after i paid the loan shark kid but using the continue button brought me back to before i paid him.  if you have time, suggest to add some type of environmental aspect to it such as some days are sunny or raining or foggy so it changes things up a little bit. maybe a mysterious trench coat purchaser comes on foggy days only or a lost elderly couple visits on rainy days only. just some food for thought. hope you continue to work on the game and make it even better. was enjoyable to play what i could before it crashed.

noticed a few things right from the beginning. 

1) if im not in full screen mode i cant see the buttons. the letters are on the screen but in a vertical overlapping position and no buttons are visible.

2) once in full screen, the option menu has 2 symbols that are confusing. both could be used for either background music or sound effects. 

3)  i started the game and found a spelling error "Click to Contiinue". 

4) the section that was explaining the game was done decently. would suggest to move the start the day button to a different location. usually a corner of the screen is the best placement (the one with the quit button maybe? or bottom right?). 

5) noticed a glitch as well. if you drop a coin almost covering the treasure chest, you will not be able to put another coin in the chest some times resulting in multiple coins laying on top of the chest. i was able to completely cover the chest with just 3 coins and then couldnt add any more to the chest after that. had to remove them all then start putting them in the chest again. 

6) putting all the coins away can be tedious. suggest to have a button that says place all remaining coins in one chest or the other to make the game go faster. i collected over 1,000 coins and it took forever to put them away. 

7) only 1 day of game play with no button to go back to the title screen makes me dislike playing further. needs more to the game for sure. add more levels.

8) make a way to get back to the start so you can replay without having to refresh the browser . the quit button (assuming thats what the power icon is supposed to be) doesn't do anything for me.

9) didnt use the advanced buttons at all, not sure if this is a design for future but it was not necessary in the games i played at all.

This game feels like the mechanics are very retro. users interactions are simple point and click a button. drag the gold coins. nothing else to it really. the idea of following rules and trying to make as much extra coins as you can is a good game design but i didnt see any characters walk away from me after my many demands of coins. maybe i just didnt demand enough?  (even though i collected 1,000 for personal stash). is this broken or will people just pay you forever? got some work to do but could be a fun game in time. highly suggest you make it so the extra coins you get can be spent the next day (or between days at a market). there was part of the end of day report that said something about thieves but i didnt see any of those in the 3 or 4 games i played. in its current status i dont desire to play again but if there was more to the game, i would give it another try. please add more.

wow, this is a very nicely done game! 

only things that i found in the gameplay that were not done right is the traps. they all said something like  "secondary text here" and the 2  buttons said the same thing on each. outside of the gameplay, before you start a new run, the main menus overlap one another. if you open a menu it should close any other one that is already open. outside of these relatively simple fixes, the game is great in my eyes. keep it up and make us some more wonderful stuff!

would like to mention that there were a few floors where a big block prevented me from getting into some rooms. not sure if that is a bug or an intentional game design.

beat it on the 1st try. (alternating between life sap and magic sap) so found a little loophole to stay full on everything without needing any potions

additional suggestion: LMB should be changed to Left Mouse Button. People that design games will know what this is but a generic player may not know it. 

great work overall, you get a 93% from me!

(1 edit)

fun game but need some fixing. (this is constructive criticism not bashing) 

1) try to add a full screen option or get the game to recognize the screen size and adjust accordingly, i couldn't even see the items or what was needed to make them at first and had to manually zoom my browser to be able to play the game better.  manual zooming a browser is a big red flag. very important to fix this.

2) tutorial didn't help me AT ALL. i didn't even realize i was the correct player or how to move the character until the tribe person was almost to their trading spot. need some details in the tutorial to tell the players what they are doing, how to do it and why. i failed the tutorial and that's not a good thing! nobody should every fail a tutorial, that's where they learn the core aspects of the game and they should not get frustrated doing it. if you make them feel bad in the tutorial they will just stop playing all together and move to a different game that they understand and don't get frustrated with.

3) after learning the tutorial with 1 character, the game begins with 4 that you have to control simultaneously. that is too much to start a game with that barely has instructions in the tutorial. create a level with 1 or 2 characters max to start the game. after successfully completing that level then you would add another character to control per level or maybe even every 2 levels. the learning curve for this game is INTENSE and its not intuitive enough for most players. tone it down some if you want to keep an audience.

4) personal opinion here, i don't think you should have to put your mouse over the tribe person to see what they want to trade. I could see you possibly having that mouse over requirement in advanced levels to increase the difficulty a bit but definitely wouldn't suggest that for the tutorial at all nor for the first level of gameplay.

5) if you drop a character on the same square you are currently occupying it will cause them to have to wait again. please correct.

This game has great potential but is lacking so much that it will cause players to walk away. please take these words of criticism as me trying to help you keep an audience interested and not me trying to bash the game. its a good game but needs significant work still and i hope you make the adjustments necessary. i would love to play this game in the future with these aspects put in place. keep up the good work!

(1 edit)

very fun to play. simplistic game with a lot of fun aspects. the heat indicator is nice but i would suggest to put it near the player or above the aim cursor since that's generally where the players focus would be.  outside of that, its very fun. music and sound effects would make this a very good game to come back to and spend some mind numbing minutes blowing stuff up repeatedly. I can see this game being a very popular one with some more polishing. great job and keep up the work! 

EDIT: my kid plugged in some headphones and i didnt realize it, ignore my comment about the music/sound effects. they are really good! LOL

I enjoyed playing the game. i hope you continue to work on it. beat it on first try. would suggest making an unlimited timer option after you win the 3minutes to see how far someone can get and possibly an indicator showing which way your weapon is facing/going to swing. i know its related to the mouse angle but sometimes when you are running around you think you are swinging the correct way and miss your target because the mouse was not lined up enough. in its current state of 3 minutes only i don't see a high level of replayability for most people. its unlikely that after winning a few times they will come back to the game again. This is why I'm suggesting the unlimited timer because that's a simple option to get people to come back over and over again with little modification to the current game. hope you consider these recommendations and make the game better. well done overall!

I hope you are still working on this game. it is quite fun for me. i found something that may make it significantly more playable for other players. it seems that the bullets are causing the game to lag over time. i have done a few tests and during level 10 you notice it the most. if you have a single bullet it will almost always hit a target. once you have a split of 3/5/7 bullets some of them don't hit a target. i believe that you are experiences an instance overload where the bullets are still processing outside of the playing field. if you dont already have this setup, please add it. make 4 boxes on the outside of the playing area. call these edge or deadzone or something like that. when the bullets collide with the boxes, they will destroy themselves causing no damage to anything. i believe this will help the playability of your game and allow user to go much further past level 10 without the game lagging so much. you can test this by intentionally gaining bullet shot speed and bullet splitting. keep damage as low as you can. the more bullets you have per second in level 10 will show you the lag. do it again and dont split the bullets just focusing on speed alone. limited damage increase to make it through the level but just enough to kill things relatively quick so you can see that the monster instances are not the overload factor in level 10. I hope this helps, the game is fun and has potential .i hope to see an unlimited level game in the future.  great job!