Never mind the game; the news articles are pure gold!
Never mind the game; the news articles are pure gold!
News gets much more exciting with coffee (wink) (wink)
In general, it's a fine game with good ideas and nice graphics, but too unforgiving. You make one mistake and despite having three hearts left, you go back to start.
I don't need more levels, because I can barely make it past the first red plane. And when I die, replaying it all over again for a little mistake is annoying and eventually, I stop being interested in playing.
There's no temporary invincibility, so crashing into a building, the top or bottom of the screen is an instant game over. You lose a heart if you crash into an enemy because they are destroyed, but the enemy immediately after them causes you to lose another. The green planes take too many shots to kill and because you only shoot in front of you, unless you destroy them immediately after they appear, they'll crash into you from below or above. You can't move left or right to allow you to circle around them, so once they get close to you, you're essentially screwed.
You could make all this a bit easier by making your weapons more powerful, or extending the time intervals between enemy encounters, *fixing* the temporary invincibility, decreasing the speed, or the health of the enemies… pick anything.
I wouldn't mind losing the auto-shoot feature in exchange for more powerful bullets, even with larger intervals in between.
The red plane moving with you is a nice idea, but unless you make sure to kill it as soon as possible, it's going to kill you when the buildings appear again, together with regular enemies. I'd loop that section of the level (even with buildings) and spawn regular enemies only after you defeat the plane, otherwise, it can be almost impossible to win afterwards.
That's it.
I originally didn't want to write anything, since I couldn't see very much of the game and really didn't want to replay the initial sequence for 150th time, but on the other hand, the game isn't bad or anything, just annoyingly difficult.
Seeing you don't have any comments from other people, perhaps some of them shared my sentiment.
I have a ridiculous passion for insane difficulty i have defeated most of the hardest games in the world(BattleToads, BattleToads n Double Dragon, IWBTG, all Contra series and so on ) so this game is very easy for me i win 80% of the time from the first try but i released another game before and not a single person was able to go through the first level so for now on i will make the game easy for me so that it is possible for others to play. Thank you very much for the feedback the feedbacks keeps me motivated creating more and better games and you mentioned all the things that I didnt notice so Thank You very much!!!
I think it's a very interesting concept; brilliant. Whenever it started to feel repetitive, a new mechanic was introduced to mix things up a little. Really nice puzzle game.
Although, I'd appreciate if you saw the total number of levels beforehand in the level select screen, not after you unlock them all.
Thanks for playing, in a future update I'll add that to the level select screen :)
Do yourself a favour and change the description. This is a very good game, especially if it really is your first one; far from horrible. If you say that, you'll either be perceived as fishing for compliments, or you'll just needlessly undervalue your game.
This is great. I don't think I've ever seen a space-shooter with close combat, nor did I see a spaceship-robot transformation. It's also nice that the art style is polished and consistent throughout the game.
The controls might be a bit wonky; moving with the mouse is unusual, to say the least (and moving with arrow keys moves the entire webpage since the default events weren't blocked).
With the mouse, you also continue to move and shoot if you move the cursor out of the screen.
The boss is pretty interesting, but after shooting from the laser, he perhaps starts shooting from the top and bottom canyon too soon. The rest of the level is okay, you could perhaps spice it up a little by adding obstacles, or something which cannot be shot – because now I can just carpet-bomb the whole screen to keep enemies out of my way until I reach the boss.
Very well done; good luck with your future games.
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I like it. It has potential. The driving controller is fine. I think it's also a fun idea to create a level from plain models, realise you don't have materials and textures for them, and call it "the snow city". :)
But there are some things which make the experience frustrating and could be improved.
– The angle of the view! If you drove a car and only seen ten meters of road in front of you, you'd be causing accidents left and right – which is what happens here, unless you drive really slowly. Either tilt the camera (or let us tilt the camera), or zoom out further.
– Looking left and right. The cursor doesn't lock, which means you can only turn the view in like 130° range. That's fine when you're driving forward, but very limiting when you turn left or right. You have to resort to weird hacks like right-clicking, moving the cursor and left-clicking again to allow yourself to rotate the camera again. Lock the cursor.
– You can't see yourself on the mini-map which makes it nearly useless. I don't think you really need the minimap anyway.
– Sometimes you can get stuck in the snow with no change to reverse back. Could there at least be a key to restart the game?
– 'Quit' button in a WebGL game is pointless and only freezes the game.
– There's no goal in the game other than driving around. You could easily make it a time-race around the town, or have us collect items scattered throughout the city.
With this car model, you're also almost halfway to the new Tesla cybertruck – and now would be the perfect time to release a game with the car in it when it's trending as a joke/easter egg. Just a suggestion. :)
hi bro, as time went by I have created another game much better than this, I plan to post it for you to see :)
It's a fun game, but it could be improved.
The enemies are essentially rotating 2D sprites – which is fine – but their animations are a bit slow. I don't think the enemies should hit you with 100% accuracy every time they raise their weapons, especially when they are far away. You probably also shouldn't be able to kill them straight-away when you shoot any non-vital part of their bodies (legs, etc.).
It might also be more interesting if there were more kinds of enemies.
Nevertheless, even though the enemies are all the same, the environment they're in isn't, so some encounters are more challenging than others.
I'd also lock the cursor without asking, or at least kept it locked after you restart the game. I don't imagine many people would like to play with the cursor unlocked.
I enjoyed the game, although I didn't manage to win in my few attempts (the first aid kits were pretty rare).
I love the premise – an obstacle course with a rolling coin throughout the house is great.
However, I think you need to give us a little more control over the coin, especially turning left and right. It feels very stiff, so either I didn't manage to turn in time, or overdid it and the coin fell down.
I don't think I ever managed the pass more than two checkpoints in a row because it was hard to make sharp turns or stay on track once the boost kicked in. Thankfully, the checkpoints realign you, so after the first 90° turn, I only needed to go forward and turn a little between checkpoints. I think the coin should move similarly to a motorbike, just slower (e.g. see here https://youtu.be/CLGnRhsIgDw).
Additional details:
– As for the fountain, shouldn't it have water in it? Also, it's clear the pennies are mapped onto square tiles (or planes), because the textures don't align at the edges.
– Falling on the rug at the beginning makes the coin fall through it. The same with the floor around the fountain.
– You slow down too quickly and the kick from the boost is instant. I don't know how the slowing down is implemented, but in Unity, I'd recommend using 'AnimationCurve' ("[SerializeField] AnimationCurve curve" in code to make it editable from the Inspector). Make a fairly steep, but not instant slope at the beginning (the boost) up to 1 and then go gradually down to zero (slowing down).
https://docs.unity3d.com/ScriptReference/AnimationCurve.html
https://tinyurl.com/wp9y3ks
Multiply "curve.Evaluate( timeAfterBoost )" with the max speed and you'll have a much smoother speed increase/decrease.
– Everything is fully textured except the walls. Even if they're supposed to be solid-coloured, add a normal map and height map, so it doesn't look as flat and synthetic.
https://www.textures.com/search?q=plaster
Good luck with further development! :)
I think it would be better if it showed the text all at once (with fade-in effect), not very slowly typed it like this. Some of the quotes are pretty long and if you wanted to read several of them in a row, you'd have to wait for a long time.
Instead of skipping to the next quote straight away, I'd first show the whole text with the first click/tap if the typewriter effect is still progressing.
I tried that, but the whole feel changes of the text. I think it makes more sense on mobile since the idea is to take the time to read the text, if I give you all the text at the same time than the experience becomes different.
Hm. Okay. I understand there's no way to win, but there's also no way to do anything differently, no options. The entire game can be completed in less than two seconds if you hold the up arrow.
The premise also isn't anything spectacular, although I do like the animated face of Cthulhu, but that's, unfortunately, all there is in this game.
'It Was 4' was a better game; but still, I'd consider trying a different, less restrictive game engine than Bitsy (e.g. Construct is simple enough and doesn't require any programming).
Two second of existential dreadd - is exactly what I tried to convey.
I love this character controller. It moves really fluently, the speed and jumping distance feel just right. The only things which break the movement flow are the trampolines which are slightly trickier to use.
I'd love to see a full-length obstacle course or a platformer, something like the v1 you posted earlier, but longer. Walking down/up the stairs isn't as much fun as moving horizontally.
In both of your games, I can't move when I start the game, until I press space and refocus the game window. Only then I can move.
I also thought there's a bug that you're still being hurt when moving after falling to your death, but the actual bug is that the fire at the top wasn't visible during my first playthrough.
I'd also really enjoy being able to drop all the way down to the ocean if it wasn't just background – and since this game is all about jumping down, I guarantee most people have tried.
I'm not aware of the limitations of HiberWorld though (first time I hear about it), but even from what I see here, it has more potential to get creative.
Age 30, Male
Game designer
Masaryk University
Czechia
Joined on 12/25/12