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Ralix

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The animations are incredible and look very natural.

The rest of the game… I mainly had a hard time trying to figure out how to damage the enemy without being hit yourself. He has a longer range, a vaster health pool and hits you almost every time you come close. It might be better if the enemy followed a set pattern which left you an opening in which you can safely damage him. When he's unpredictable, you have to rely on luck or cheesy tactics, which is frustrating.

Shooting from your weapon also doesn't seem to do anything. And you can still move around and jump after your health falls under zero, with no way to restart the game.

And currently, since it's still in development, the environment around the characters sucks.

It looks promising (especially the fluent animations), but so far the game isn't really enjoyable.

batitono responds:

Thanks for commenting!
I will consider everything.

All right, a couple of notes:
– Dragging the paddle with your mouse is a terrible way to control it. It's hard to figure out and you have to hold the button for the duration of the game. Just make it follow your cursor position.
– When you have a magnetic paddle and multiple balls, all of them cling to you, but you can release only one
– I'd make some blocks take more hits to break (but slow the spawning accordingly)
– Every level consist of basically waiting until you get 'Super Ball' powerup, after which you steamroll through the level. This could be balanced by the bricks which take more hits to break, so even a super ball would bounce off them.
– The expand/shrink powerups don't expand/shrink the paddle very much
– Sometimes there are too many powerups onscreen. I'd limit the maximal number which can be there at a given time (to +- 3)
– Pause button doesn't work
– Getting 'Game Over' doesn't stop the balls, so you can get Game Over and Level Complete right after that
– Sometimes the ball bounces in an almost parallel direction with the paddle, which makes it take a really long time to get anywhere. I'd perhaps restrict the minimum angle to at least 15°-30°.

So currently, it's not a very interesting game to play, because controlling the paddle is really a chore and all the blocks are exactly the same.

orangecity responds:

Thanks for your feedback!

It's quite good, but if you don't have a second player, it loses a part of its charm.
You could try adding a basic computer opponent (go up and if you notice a rock moving in your direction, move the AI a bit to the left or right).
https://books.google.cz/books?id=V-KEDwAAQBAJ&lpg=PA92&ots=bQ77--nnIY&dq=obstacle%20avoidance%20triple%20raycast&hl=cs&pg=PA90#v=onepage&q&f=false

Sometimes the patterns of the rocks left a wide gap and I could score two three points just by flying up without even turning.
Good idea with the slowly descending barrier, though.

It might be more interesting if some rocks were slower/faster than others. Or add different kinds of rocks.
There's even a potential for powerups (clear a small area around you when you pick it up, get a temporary shield, block some part of the top screen edge, slow down your opponent…)

Speaking of which, some kind of interaction with your opponent would almost certainly make it better. Because so far, you could just as well play a single-player game on separate computers and compare the results.
I would think of ways in which the players could affect each other (such as shooting when you're below your opponent, or changing the rock pattern as it's coming across your half of the screen).

PaulQuinn101 responds:

Such good ideas Ralix, thank you!

It's too dark to see anything and it's incredibly chaotic (very high fire rate, numerous enemies, impeccable enemy accuracy).

I like the environment with those glowing objects, but you can't even see yourself, let alone enemies. That's the first thing I'd work on.

Then, I'd decrease the rate of fire and make enemies less common and try making them move smarter. A few good enemies are better than a mindless mob which goes directly to you and always knows where to shoot. And a health bar might be better than exact numbers since it's hard to read them when you're moving around quickly.

You can also hold space to "fly"; I don't know if it's intentional. And obstacles/barriers might help the player with crowd control (i.e. hide behind a wall and shoot enemies which try to go around it).

The game is certainly 'promising', but currently also unplayable.

Since it's a prototype, I'll just list possible problems:
– The first time around, 'space to jump' didn't work for me, until I started using a gamepad, then space jumping became possible, too (as you mention in the description)
– Don't use Dpad on gamepad for movement. The left stick is typically for movement. You can use it even now, although it doesn't turn you.
– I'd reconsider instant death from spikes. There's a lot of them around and with no checkpoints, it may become frustrating
– 'Zero' health still has a thin green line at the left when your health is 0. If you do this by setting localScale, try fill amount instead:
https://docs.unity3d.com/Packages/com.unity.ugui@1.0/api/UnityEngine.UI.Image.html#UnityEngine_UI_Image_fillAmount
– The jumping animation is super slow
– 'You died' & Restart button are pretty small
– There are different pixel art resolution being used (e.g. the main character vs the enemies)
– Enemies are blurry (bad image? downsized?). Try the pixel perfect package if it helps.
– The last part of the level is quite boring, it's a long predictable corridor making you charge the gun, shoot, move a few steps, charge the gun again several times in a row
– The boss doesn't do anything interesting, and if you didn't have a hiding spot at the entrance, he'd be impossible
– I think the gun has a pretty short range. But anyway, the blast should not just disappear, there should be a 'dispersing' animation

Good luck with further development.

ArcOmega responds:

Thanks for your review Ralix, I'll take it all into consideration. I know there's a lot of adjustments and things to fix but without reviews from people like you its hard to catch everything. I'm going to be making some changes to the keyboard controls and will see about implementing the left stick for movement as well as scaling the restart button and other UI to make them bigger. I will also look into the pixel perfect package to correct the blurry enemies. Thanks again!

Nowhere it says how many lives you have, or what (high)score you achieved, so it's an infinite game with unclear 'win' and loss conditions.
Also, eventually, I discovered that the best tactic is to hug the left/right wall, as you're in danger only very rarely there. I'd consider adding a reason for the player to move around (e.g. collectibles, extra health).
But I like the artstyle and music. It's also nice that there are multiple kinds of enemies with different movement patterns.

Ah, yes. The happy meal handheld games, Tiger games, Nu Pogodi game… the lamest way to make a game, but still, they did the trick when nothing else was available.

I don't recall this particular game, but I like how you framed it with the speaker and switches. The game itself looks very authentic as well (judging by the art), although it might be confusing when the 'short' platform suddenly becomes long when it reaches the left side of the screen. I also don't understand the 'S' in the top-right corner, but I presume it means 'speed' which increases over time.

Very well done. I mean, it's not a game I'd like to play for too long, but as a recreation of the original, I believe it does a terrific job.

PKTORA responds:

Tbh I'm not sure what the "S" is either. Most likely means speed.

Age 31, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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