Very cool concept, it makes me want to build giant marble mazes with this simulator. Reminds me of old school rollercoaster tycoon.
OLKO
Creator of
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Hi,
this demo is really cool. It was fun playing and exploring.
Here is my detailed feedback:
Art/Music/Effects:
The art, music and effects feel very polished and give of the vibe of a polished high-quality game. Especially the "standing/idle" animation helped make the game feel less static and grabbed my attention during playing. The UI feels intuitive and looks good. I loved that the music changed slightly depending on what happened in battle.
Technical Aspects/Programming:
While running in the browser, I had no issues with the game. There was 0 stuttering and everything felt fluid and polished. While it is "just" a 2d pixelart game, it did not seem to demand a noticeable amount of resources, which is always nice.
Game Design/Mechanics:
It is very obviously inspired by Undertale, which is not a bad thing by itself. Undertale was an immensely successful game, so it makes sense that something that has almost the same mechanics might also be popular. In a pre-undertale world, I would say this game is very fun and creative and subverts many expectations. However, when you played undertale it leaves a bit of a bad taste when playing, and one starts to think "this is just a straight undertale copy". After all, "subverting expectations" was one of undertales main charm (in my opinion ofc) and that does not work, when you already expect an undertale-like world.
In my opinion, the game design should include one or two core mechanics that were absolutely not present in undertale, to make it more unique. Of course, ultimately, it is up to the developers and what they want to create. At the moment I would call this "A very well done undertale-copy".
The art is simple but expressive. Even though there were no clear explanations of the buildings, I could guess what they do based on the art.
Sometimes the buildings would not let you build on certain tiles. And it would be nice if there was a indication if your mouse was currently over an astronaut, as picking them up without always felt wrong and its hard to judge if you can pick them up atm.
Getting to the end was a bit tedious, but it never got too boring since I had to keep my astronauts at work! Great Game overall.
Nice game, I like how the camera moves.
Some ideas for improvements:
- Have the sight radius of the guards limited, sometimes you are spotted by a guard without even seeing them. (after the blue door)
- Have the keys vanish after using them on their door
- For the red traps, have some pre indication right before the spikes appear, like a red flashing
- Add Music (OpenGameArt has lots of CC0 tracks)
- Add Checkpoints (especially if you plan to make longer levels)
- "You have lose this level because... " should rather be "You have lost because..."