As simple as it is, I absolutely love collecting large katamari posy of friends. Also love the little narratives for each world.
Awesome stuff!
As simple as it is, I absolutely love collecting large katamari posy of friends. Also love the little narratives for each world.
Awesome stuff!
Thanks :) Those games are actually quite fast to make so I will probably make more in this style!
I like the atmosphere and game feel you've created here! For 1 week of solo development, this is really impressive!
My little nitpick:
In the current state, I don't like being restricted by the safe space in the story mode. It doesn't quite feel justified. For a path that is super linear, I think adding a small narrative to the game could go a long way in terms of justification. Otherwise, the restriction presented feels a bit arbitrary.
Awesome job tho! This really makes me feel really nostalgic in a special way.
Im glad you enjoyed most of it!
Clean mechanics and level/puzzle design. Super nice art, atmosphere and animation. And the music has nice production quality to it.
Im not one for puzzle platformers but this was very enjoyable. Only wish there was a bit more narrative or context given in game. Other wise, nicely done!
Thanks for playing our game :) Glad you enjoyed it.
Eh. The core mechanics work well and function how you'd imagine them to, however there is some questionable design choices throughout the entire game. Aim to make the objective of the game clear (don't over exert it tho, find a good balance). Also color coating allies and enemies would help, seeing that there is no or minimal visuals ques that indicate friends of foes.
Also to be entirely honest, this game is just kinda boring and bland. It lacks personality. Style or traits that set it apart from all the other tanks games. The art looks fine but I could not distinguish this from the other thousands of tank sims. Try experimenting! Do something different! Try a different visual style, Implant different types of mechanics that haven't been tried in this genre! Give it a soul!
ps. adding a visual to the preview art would make this way more appealing. Honestly thought this was going to be garbage just by the default NG preview
-TriXeL
Thanks TriXel. I see that all my problems are about visuals. That is because I am only a programmer and have no artist in my team.
1. I need to distinguish between teams clearly.
2. I need an aim system.
3. I need to put some more action in game, new mechanics.
Thanks for your valuable feedback.
This game reminds of a game I made a long time ago when i 1st started getting into game design ( I think I was like 11 or 12). The game was similar to this except with some odd mechanics and a boss battle here and there. This game feels like your 1st ( or at least 1st published game ). The acceleration of the character is way to fast, making the player rely on twitch button presses that still have the character move incredibly fast. You miked the mechanic spikes but the level design wasn't exactly on par, with obstacles that were easily avoidable all together or obstacles that are difficult because they are reliant on character movement that isn't incredibly responsive. Keep creating!
Thank you very much for the great insight! This is truly my first published web game (even though I have made other games). Next time I will do my best! :)
Also, the game was made from zero, no engines used.
I definitely feel the Half life vibe and I can definitely recognize the aspects of it, but there is some weird design choices in the game, both mechanics and art design, that subtract from the enjoyment of the game. In game objects aren't always easily distinguishable. Even if you are following the principle of only 3 colors for each game object, like the NES, you can still add ambiance as well as more conformation if the environment ( i.e. adding different colors and patterns between floors, walls, and objects). The absence of music or ambient sounds is a bit disappointing. I think you can create something truly great. Keep an open eye to design and small aspects of games. Studying some game design concepts is always helpful. Even I look over stuff I think I know. Anyways, keep creating! Would love to see how you improve!
I've just added a few extra tiles to some of the maps. By the time I get Day3 up and running, I should have ambient sounds in the background, even if it's just the hum of a generator or something
The game as a whole has ansome uneven feel to it. I'm gonna start off with the mechanics of the game play. I know you already read some comments about it but I'm gonna give my two cents about it. The game play of this game strive to be hard, to be played technically. However, what makes technical gameplay fun, rewarding, and just good is the cohesiveness of the gameplay, is the feeling that every keypress you make is your responsibility and that plain and simple, good technical play is all you need to beat the game. Not luck. I found feeling like most of the losses I faced in the game wasn't my but rather the design of the game. Randomized enemy placement produced situations that were in-inescapable, and the hitboxes felt detached from the actually enemies, requiring multiple failures just to learn enemies hit boxes. 30 minutes of hitbox adjustment would help the play vastly more and maybe even fix some graphical glitches I saw. The narrative of the game and game play together felt at odds with each other as well. They felt disconnected. There is a term called "Ludonarrative dissonance" thats fits this. The gameplay doesn't feel like it has any reason to it beside, " this has to be a game, better make it platformer! ". The gameplay doesn't feel justified by the story, and the gameplay doesn't feel like its a part of the story or even building on it. Give purpose to the gameplay that makes the gameplay and story feel like one. When you get that, then the conveyance of theme like "deception" or a feeling can go into the mind of an audience. Keep you eye open. Analyze other games of all types, and see what makes them game. Keep experimenting. Video-games are an ever evolving art form. Seeing the new things that merge out of it will shape you as an artist, designer, musician, writer, and game developer. Keep creating! I'm sure you have yet to show your best!
Very helpful... I've uploaded a new version, solved the collision issues, also tweaked the enemy spawners. Thank you very much!
I really enjoy this game! Haven't fully played through it because school and what not, but I know I'm definitely going to get back into! I love the music. It can set a surprisingly somber and calm feel to the game ( a bit conflicting with other parts of the game but hey, I like it ). The mechanics are well executed (minus some perspective issues here in there). The art is clean and gives as much detail as it needs. I can honestly say I'm enjoying this game very much. As for the view problem, search a game for the 3ds called edge. It has a good solution to it. Not that hard to implement as well. Just a thought. Great job! Keep creating friend!
Thank you! It's our very first game and we're happy to see people like it and come again to finish it. Be sure the final release will not have this view problem.
This game really plays like those on rail shooters. Its actually pretty fun. Its also kinda funny because it reminds me off my days in the arcade. The big thing about this is the art. This is getting really held back by the visual design of it. I think if you want to get to another level, you gotta improve it. I'm not sure what your goal with making this game is exactly but I see potential in you to make something really really great. Gotta to hand it to you though. This made me grin a lot. Remember my "House of the Dead" days. Keep creating friend!
I will make more option in day of the dead 4
See you next game!
I make games, music, and pixel art!
Age 26, Male
Software Engineer 🖥️
University of Central Florida
Joined on 5/8/11