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Ralix

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It's fine as a prototype if this is still work-in-progress. Despite that, it can be completed and apparently there are even two endings (although I didn't find the other one).

However, I do have some gripes.
I guess the main one is the moving background which is incredibly distracting. The approaching grey border isn't an obstacle or a 'death-zone'; you simply make the background slide out of the frame. If you can't create an infinitely-scrolling background, make the background colour a solid colour (blue, red, whatever) and only move the objects in it (clouds, stars). And once they reach one side of the screen, pop them back to the other. That's the simplest way to do a scrolling background.

The rest of the game is okay. It's not much in terms of level design and gameplay mechanics, but you use what you have well enough. Perhaps the gravity is too low and I might have preferred if we were able to hold the space key instead of continuously jumping, but that would change the game a lot, probably. I don't really like the main character hovering over the surface because of the animation, even if you are still.

In the last level, with the falling meteors, there's a problem because if you wait long enough, all the dangerous things would have already passed you and the path is clear from danger (that's a similar situation as with the scrolling background).

Given the category is (appropriately) "Simulation", I'm going to give this a pass since it's not actually a game, more like exploring a room. But as a simulation, it's fine. I'd check the weights of the objects to make sure it's proportional to their real-life counterparts (for example, the wardrobe is way too light). It would also be convenient to be able to restart the game when you mess the place up too much (e.g. by pressing 'R'). 'Esc' simply quits the game which is useless, because it doesn't restart and you can't access the game again without reloading the page.

If you want to improve the scene, make sure to add other textures besides just one (the colour/diffuse/albedo texture), such as normal map, height map, specular map, perhaps displacement (depends on your shading mode) and fiddle with the material settings.
Speaking of the wardrobe again, that's not how wood would reflect light (way too shiny) and because normal map etc. wasn't used, it appears flat (even though there are drawers etc.).
Also, the door texture seems slightly tilted and doesn't look right on the model.

As for the copyright – first, it would be pretty hard to extract models from a built project (and without having access to the files) and second (and more importantly), every piece of work is protected by copyright, all over the world, from the moment of its creation, until after 70 years after the death of its author. BY DEFAULT.
You don't have to say nobody is allowed to use it, in fact, the opposite is true. You'd have to say you allow people to use the models, otherwise, they won't legally be able to.

Good luck with further modelling. :)

chunker999 responds:

I made this 3 years ago, found the account today, I have learned so much in the last 3 years, I'm surprised this crappy modeling test i made in my first couple days in the unity game engine actually got some traction. If i saw this comment when I first made the game I would've been so confused by what a height map is and how to make the objects have different weights, I have actually learned my way around c#, unity, HDRP/URP, physics, texturing, modeling pretty well, so If you would like to see my modeling skills from today I would be happy to make a complete over haul and remake of this!

The ending is the best part which increases my rating considerably.

The rest of the game… well…
Just one thing – the blue blast has a different colour than 'blue' you and it's annoying because initially, I thought you're supposed to mix 'cyan' from blue and green. That can be an idea for a game mechanic if you wish to expand the game. Or just fix the fireball.

Although, I do feel like 'adding improvements' wouldn't fit with the overall spirit of the game…

There's *a lot* of waiting between 93% and 100% when the game is loading. I actually thought it's broken, but it loads within a minute or so. The game is pretty simple, why is the loading taking that long (and in its final 7%)?

As for the game… in its current stage, it's not very entertaining. Collecting artefacts on the surface of Mars has potential, but as of now, the movement is too slow, the game is perhaps too much zoomed in on the player (so you don't see a lot of the surroundings), the roads we're supposed to follow are barely visible, the UI is essentially just plain black text (all lowercase) etc.

I think for the future versions, you ought to first:
– fix the loading (because most people will think the game froze and leave)
– make the searching for artefacts entertaining (easier said than done, I know)
  – more diverse environment? (obstacles, traps, different kinds of terrain)
  – enemies? (something hunting you, attempting to stop you from finding the artefacts)
  – better movement, zoom out so we can see better

Good luck!

harrytubestudios responds:

thanks i will be working on an update thanks

Well, that's interesting.
Finally, a clicker which isn't just about mindless clicking but also requires some thought process. Also, from a technical standpoint, it's really impressive that the entire game is essentially a single shader.

pinklul responds:

thanks xD

Well, you're really parodying FNAF, it's more like a knockoff. You're not poking fun at its elements or the idea, you're doing the same with fewer features and cheaper graphics.

At first, I didn't think there's anything interactive in the game, until I found the green button does something. It should give a visual response when you click it (or change cursor, play a sound…).
I don't believe you can close or open the door.
'Time' indicator in the top-left corner doesn't show anything and 'mbl' (whatever that acronym means) goes into negative. And when you run out of energy, the screen goes completely dark and you can't really do anything (or see anything) ever again – but you can still win if you wait for a while.
Despite not knowing what to do, I still somehow won, so the difficulty isn't probably very high.
And after you win, the game doesn't reset and you keep winning in short order.

Nevertheless, it's a complete game which can be started, played and won; which isn't saying much, but it's something.

I could literally copy & paste your Author Comments and it would work as a review.
It's a pretty simple game with one gameplay mechanic and a ball slow enough to always give you plenty of time to position yourself to bounce it back.
The speed doesn't increase and nothing more happens in the game, so yeah, exactly – the challenge of this game is to keep playing despite the increasing boredom.

‘I, Periwinkle, under the watchful Leg of Bhaal…’

It's hilarious. Good idea.
Perhaps it would be nice to know if you're supposed to write in a verb or a noun to avoid blunders like: ‘I will Guns and I will Law’ – but perhaps it makes it funnier? You could change the case of the words to lowercase though, if they're in the middle of the sentence (except the name fields of course).

You might want to forbid submitting the form until you fill in everything, otherwise, it will result in incorrectly placed commas and a lot of blanks and gaps.
And there's probably supposed to be ‘years’ in ‘my first 7 in office’ (and what if a large number resulted in a different text, implying the policy would never be implemented?).

It would be nice if there was more than one template – e.g. 3-4 which are worded a bit differently and the entered words are used in a different meaning.

‘I want to thank my supporters, you have all been boring throughout this campaign.’
It's about time we had a sarcastic president.

Anyway, thanks for the chuckle and ‘I wish you nothing but Dog in the future’. :)

Little-Radiodemon responds:

It was supposed to say "days" after the number, but I forgot to actually write that in! Whoops!

I find it far more amusing when people go in blind, not knowing what their words will do! Thanks for the input!

This is procedurally generated, right?
I don't see the appeal of randomly placed blocks in this case; it would be far more interesting to handmake levels with carefully and logically places walls, obstacles and barriers – to make the player think and pay attention.
Currently, it takes no effort to win a level and all of them are mostly the same.

And since the levels are randomly generated and there's an infinite number of them; the scoreboard doesn't really make much sense. The players compete in different levels, so their starting conditions aren't the same and they can also play as long as they wish, so it's not really “who's best”, rather “who kept playing for the longest time”.

Also, the random placement isn't flawless – I've seen the block being placed halfway off the screen, almost covered by a blue block – and I quit when I reached a level in which the green block wasn't visible at all.

Procedural generation increases replayability at the cost of making the first playthrough much less interesting – because even though the level design is 'varied', it's never 'clever'.
Add more rules to the random generator to make the levels more challenging and consider adding different kinds of obstacles/enemies than just the blue block which gets boring pretty quickly.

A fine, simple game; although I think it is a bit hard and unfriendly to newcomers. You lose when you miss, but you also don't see the angle of the gun before you shoot. That way, you're going to lose a couple of times before you memorise the trajectories of the three poses.
I'd switch to mouse controls. Keep the three poses, but move between them by moving the mouse up and down. And shoot with a left-click. That way, the players would still fast enough to react to incoming enemies, but would also know which way they're going to shoot.

Also, since you don't use the left half of the screen, you could crop it, so the player would stand at the left side and there would be no unused space.

I didn't need the 'middle' shoot – I just waited and used the 'up' shot when the enemy was closer. The enemy coming from the top is thus effectively the hardest one and the most likely reason you'll fail. You can shoot the two enemies in lower layers when they come close to you, but there's only a short window of opportunity to kill the top one. And since the enemies keep getting faster, the window gets smaller and smaller.
I would try to balance the enemies and make them equally hard – e.g. make the top enemy slower and the bottom enemy faster.

Oh, and if you add +38 to your vertical resolution (to compensate for the WebGL footer) in Newgrounds Project Settings, the game window will stop being 'cut off' at the top and the bottom. Or use 'Minimal' WebGL Template if you don't need the fullscreen button.

It's a simple game, really, so there's not much to talk about. If you kept the same screen size as now and moved the player to the left, it might give you more space to add things like different enemies, collectables/power-up etc. – but then it also would be harder to properly aim and shoot, if there were still only three fixed poses.
For a game jam entry, this is good, but if you wanted to spend more time with it, you could improve it further.

ViggeBoi responds:

Thanks for your feedback!
I really appreciate it.

Age 31, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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