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227 Game Reviews w/ Response

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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.

josehzz358 responds:

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.

Spencer293 responds:

.9q

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. :)

fabilan responds:

hi bro, as time went by I have created another game much better than this, I plan to post it for you to see :)

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.

Segediinc responds:

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).

Inco-Nito responds:

Two second of existential dreadd - is exactly what I tried to convey.

I'm not sure what's the deeper meaning... it's not apparent and I'm not going to try to guess. The dialogue has three lines whose connection I don't really understand and the shrinking room could mean a whole bunch of things.

I was left confused, though… mainly because during my first playthrough, I somehow got stuck in the top-left corner wall when I approached the door. :)
I also think the text font ought to have the same pixel size as the rest of the game. Sound effects might also enhance the experience.

As for forcing the right arrow, you could momentarily override the left arrow to also progress dialogue, until it's finished.

Inco-Nito responds:

Text font, sound effects, some other stuff... it all due to the Bitsy game maker limitations, its a very simplistic game engine and you really can't do much with it (at least at the time I was creating this ... game). It's not quite there, I admit. But I still hold a faith in the concept and maybe I'll make a more decent version of the game at some time. Thank you for your responce.

Nice little game. I like the roll-back effect when you die.

Although, don't add new characters if they're not going to do anything. Currently they'd be just different ways to obstruct view and I'd pick a small rolling ball over Darth Vader anytime, just so I could see better. But you could add special ability to each character to make them worthwhile. For example, with Darth Vader, a large 'force' leap every 20 seconds. Or a lightsaber slash removing obstacles in the near vicinity usable every now and then.

Your Project System's game window resolution seems oversized though. It's roughly 1300×700, but the actual Unity game is 960×638.

In general, I think the jump is too dangerous to use (not very long, and unreliable – try jumping quickly, several times in a row) and left/right movement sometimes wasn't as fast as I hoped it would be. I'm also not sure what the blue boxes do. You can crash into them, but they neither help nor harm you.

cloop responds:

Hey we really appreciate the feedback! Some of these are things we plan to change/fix already and your review is very helpful. You are right, we defiantly plan to give each character different ways to get through the generated maps.

muxblank responds:

Definitely! Thanks for the extensive feedback! A lot of these suggestions are totally in line with our plans, and as we reach our goals for implementing these we’ll be sure to let everyone know! And as far as developing characters goes we’re going to focus on Vader for now... adding saber movements plus “force” powers that add up as you collect the purple crystals... we’ll see about adding more characters with different powers/weapons and obstacle courses to match, but that will be much later on once things are more perfected with this skin. We’ve only just begun... thanks for the support and the great feedback!

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!

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

Age 31, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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