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.
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.
thanks xD
‘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’. :)
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!
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.
Thanks for your feedback!
I really appreciate it.
I wrote down some notes without a specific order as I played.
Generally, it's a good game. The gravity is lower than you'd expect, which can sometimes help you to control your movement better; sometimes it can also kill you because you don't fall fast enough to avoid danger. The graphics are a bit placeholder-ish (this would usually be the first step to test that all mechanics work before adding "proper", "serious" sprites) and the chosen resolution is too large.
But for a first game, it's pretty good – a fine, enjoyable game without serious problems.
– Control responsiveness
I don't know how you detect being "on the ground", but it's not without flaws. Sometimes it didn't allow me to jump immediately after landing, or from the very edge (a big no-no for platformers), but it's perfectly fine to jump (or rather continue jumping) by sliding under a platform
https://www.newgrounds.com/dump/item/62e49aa39a9e708add22c77e97e814c2
Again, I don't know which method you use, but in platformers, it usually more reliable to detect the ground using raycasts (instead of colliders or something), as demonstrated here:
https://www.youtube.com/watch?v=MbWK8bCAU2w&list=PLFt_AvWsXl0f0hqURlhyIoAabKPgRsqjz&ab_channel=SebastianLague
– Moonlike gravity
Regular gravity would be "faster", but if you prefer it like this, it's okay. It allows you to make longer and more complicated jumps in exchange for the intensity/speed/flow of the game.
Of course, don't change it now, as it would require balancing and redesigning the levels.
– 1920×1080 resolution on the web results in a huge window which doesn't fit on anybody's screen. Add a fullscreen button instead (or simply change the WebGL Template from 'Minimal' to 'Standard' which comes with a built-in fullscreen button). Also, this game consists only from squares and rectangles, so it doesn't need a resolution *that* huge.
https://docs.unity3d.com/ScriptReference/Screen-fullScreen.html
– Is it a good idea to have a character in the same colour as the ground and the platforms? It will probably look better if the protagonist has a unique, different colour than the environment.
– I like the death explosion effect. It's important to have a slight delay after dying to allow the player to comprehend what exactly happened before restarting the level
– Jump button pressed longer = jump higher → great!
Perhaps you could add a different sound for a higher jump to distinguish them. And bouncing on a trampoline doesn't make any noise, but it should since it's technically jumping, too.
– Quit button is useless in a WebGL game. It does nothing and if somebody wants to quit the game, they'll close the tab
– If a trampoline is only one-sided (e.g. in the second trampoline level, where the upper side of the large trampoline doesn't bounce you, only the lower side), it ought to be two-coloured (to let you know which side works as you'd expect)
– You could add medals if you want. A little extra work, but it's worth it because it will lure in more players and make them more likely to finish the game once they start.
https://bitbucket.org/newgrounds/newgrounds.io-for-unity-c/
– Sometimes there's a tiny gap between you and the platform, sometimes you touch seamlessly.
– The difficulty gradually increases and some of the later levels are quite cool
Overall, for a first game, I think it's pretty good.
Well done and good luck with your future projects. :)
Thanks for your review, here are a couple things I'm gonna answer:
The reason you sometimes don't jump from platforms is cuz there's an empty object with a radius of 0.01 units which determines if you're on the ground, I watched Blackthornprod's vid on platformers, and I didn't know any other way...
also, that gif... idk how that happened to you, but it doesn't happen to me...
The gravity: yea idk I didn't change anything, so it's pretty default...
The resolution: I tried changing it, but the screen doesn't resize, so I have a lot to learn about the camera and resolutions and stuff in Unity...
Yeah it probably would've been better to make the player a different color, that also applies to the jumping platforms
the previous death effect just reset the level instantly, but I learned about particles and delays and I improved it a lot
the long jump used to be a double jump, but since it made levels way too easy, I decided to make it a long jump, glad you like it!
the quit button is meant for the downloadable full version, but I left it here anyways...
Yeah, I'm still new to Newgrounds, so I can't add medals, but I'll keep it in mind for next time...
The tiny gaps are due to weird colliders...
I'm glad you like the newer levels!
Welp, thanks for your review!
It's fine, but nothing special.
The monkey is just shot in the direction of his head. I don't particularly think it needs an arrow, you don't need to be very accurate, just to go in the general direction. The aiming system is fine.
However, I do think there should be a maximal time limit between shots. Currently, you have all the time you need which isn't very challenging. Perhaps the screen should simply scroll down with a constant speed (or gradually increasing speed) rather than waiting for you to move.
But most importantly, since this is an endless game, it needs more variety. Collecting just bananas becomes boring quite soon (score 20 for me). What about some powerups, fruit which is worth more, obstacles you have to avoid, etc.?
Also as @NeonSpider already said, none of the medals work.
Thanks for feedback, the game will continue to develop. We consider your ideas.
You know, you didn't *have* to release a game you don't believe in just because of a game jam's deadline. Especially since half of the game consists of: "Make a Wick game" – "Uhh, I don't want to…"
But… there are multiple outcomes with several mildly amusing lines, so if I was generous, it could be called "a point-and-click adventure with branching narrative" – but not something I would recommend others to play, or in fact even remember next week.
Interestingly, the most hard-to-get ending is also the worst one because you get neither cheese nor a polymorphing hat. Yeah, and it's a pity that there's no restart button.
you are right i didn't have to
but it has happened soo many times that i make something and don't post it anywhere
i think its funny talking on not making a game while it is one
i appreciate that you got all the endings and you are right that the hardest is the less rewarding
one, i guess next time i will have to look more into it
and you are right that i did not make a restart button(will try and and one)
thank you for the review
Edit:I added a restart button and a better ending for the people that get the hard to get ending
A fine puzzle game, a pity there's only a few levels.
I think having so much open space to move outside of the central board makes the game massively easier because it allows you to fill a small chunk of the board, leave, move around freely and fill in another small chunk elsewhere. You need some empty space, but having less of it – or some inside the central board (i.e. only a part of the centre is filled with red buttons, the rest is empty) – would make you plan your moves more carefully and make the game more challenging overall. I completed the game mostly with trial & error strategy.
Thanks for the feedback! I'll try to use this to improve my future games!
It's generally fine, although the controls can be a bit unresponsive (changing direction doesn't turn you immediately, but only at the end of a "cycle"), which makes going diagonally ↑→ pretty hard.
You can also crash into yourself by going backwards (e.g. pressing left while going right). That shouldn't happen; the opposite direction should simply be blocked.
Those are some fair points. I implemented so it's no longer possible to go backwards (and commit suicide).
Looking into making the game more responsive might be a bit of a larger procedure, and any potential update on that front might be a quite a while in the future.
Age 30, Male
Game designer
Masaryk University
Czechia
Joined on 12/25/12