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Ralix

234 Game Reviews w/ Response

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It's so great to see you try new things – and the game turned out more than fine!
I hope you liked working with Unity and we'll see more of your games made with it in the future (especially since Flash ends in 2020 :) ).

I dig the little details like items moving to your inventory when you collect them, the interactive rotating cube, or the animated menu. You could also make the "orange levers" animated, too, so they would move gradually, instead of just shifting to position.

One thing I'd suggest about 3D adventure games, though – add a way to highlight interactive items. There's a lot of detail in the background and literally anything could be interactive (doors, windows, posters, mailboxes, plants, cocktails…). Add an outline ("outline diffuse shader") on mouse hover, show its name in the text box, change the mouse cursor to "hand" (Cursor.SetCursor)… anything.
But it's not fun to have to click on everything in a scene. I've said it about your "asylum" games before and there, the objects usually seem out of place somehow (different perspective, size, lighting)… here everything looks like it fits in the scene and the collectable/interactive items just don't stand out.

The text is a bit blurry. Perhaps it's because it's resized, perhaps there's a wrong filter used. Would this help?
https://youtu.be/ccYJOT7bUUY
Or try TextMesh Pro which renders the text in a better way and allows you to use more complex text effects:
https://assetstore.unity.com/packages/essentials/beta-projects/textmesh-pro-84126

Also, I'd try antialiasing to see if it improves graphics. For example, the policeman has jagged edges which don't look too good when he's moving. Post-processing effects can also help you improve the overall feel – if you wanted more vibrant colours, for example.
https://youtu.be/IkRMMcPBFsc
https://github.com/Unity-Technologies/PostProcessing/wiki

I'd fiddle with the shadows settings in Graphics and on your lights, because now some objects look like they're floating – see the postbox. The shadows should start where the objects touch the ground.
https://gamedev.stackexchange.com/questions/83596/why-are-shadows-not-snapping-to-the-objects
Ambient Occlusion effect might also give the scene a more "natural" feel.

And finally, it's absolutely possible to add medals and scoreboard to Unity games… I've done it a couple of times before. You need to enable the new API in Project System and then continue from here:
https://bitbucket.org/newgrounds/newgrounds.io-for-unity-c/
There's a working example for unlocking medals on the page. There's no scoreboard example, but it's very similar to that.

I wrote more than I thought I would, I hope it was helpful. :)
Good luck with your future games! I'd love to see a low-poly asylum game at some point. :)

selfdefiant responds:

Wow, thanks for all of that! I will definitely be following your advice. Many, many thanks!

Weird game… but that's probably what makes it more appealing.
I like that there are multiple endings for every step of the process, although neither is terribly surprising… but I wish there was a command like "Wait" which would discard the remaining time and let us see the ending straight away.
Thanks for the to-do list, because I would be completely lost without it. The commands are rightfully quite bizarre, and before I noticed the list, I had been trying commands like "walk left", "lie down", "use coffee", "help" which of course didn't work. I'd mention the to-do list in the in-game instructions though.

I think the in-game text seems a bit too stretched horizontally. And the input field absolutely should auto-focus because it's a bit annoying, having to click on it every time even though you normally don't need to use the mouse.
https://docs.unity3d.com/ScriptReference/UI.InputField.ActivateInputField.html

The tragedy and the true horror of this game is that I now know the process of self-administering an enema and I actually looked it up to see if you got it right. Btw, is it a "nosel" or a "nozzle"? :)

Edit – Great, I bumped the rating up. The title screen still has a typo though ("Perfiorm"). :)

Booanimation responds:

Thanks for the Rallyx I really appreciate the feedback! Just finished working on your suggested edits the input field is now on autofocus and fixed the text as well as adding the additional instruction. :)

Pretty good.

At first, I was annoyed that every death sends you back to the start, but it seems like the level order is random, so it doesn't matter that much. Although some levels are harder than others, so there's some luck involved, too.
I'd experiment with the right click to see if the game would be better if you could also turn into the opposite direction depending on where you click (i.e. turning clockwise when clicked in the right half of the screen, anti-clockwise for the left half).
Sometimes you can get stuck when you run into a wall and then you can't slide along it, but have to return a bit which is time-consuming. Would assigning a zero friction physics material in Unity help?
One time I finished a level with zero seconds left and died instantly when the next one loaded (before the additional time could be added).
I also think you could zoom in a bit, because usually, the level takes up only roughly a half o the screen. If the levels get bigger or more complicated, I think I'd appreciate being able to rotate the camera (e.g. by holding the middle mouse button and moving left/right).
The sound effects seem pretty muffled in comparison with the loud music.
And technically, it's possible to get the same level twice in a row. I'd prevent that from happening.

An idea for a new game mechanic might be moving up/down or being unable to stop moving in some levels – but introducing new mechanics is harder when the level order is random. But there could sometimes be an optional collectable item in hard-to-reach locations which would replenish your time. Or multiple connected islands. You decide if any of these would improve the game.

Overall, it's a pretty fun game for a while. I'm not sure about its replayability, which should be the main concern in an arcade game. Perhaps randomize more things than just the level order and put something interesting at fixed milestones (e.g. a larger level at 5th, 10th, 15th (etc) level milestone) to give you something to look forward to.

swoopae responds:

Thanks for your feedback! I considered adding a level editor and the community levels getting randomly selected. I'll probably implement most of these in the next update, highschool exams kinda taking my whole life rn.

Good idea. I got the message without reading the explanation, but it took a few minutes because I was looking for some sort of "secret ending".
I think the execution could better – the Wait button should be always at the same position on the screen for convenience, but you could add fade-to-black transitions for even more waiting. Also, the button gets focused if you click on it and afterwards you can just hold enter to cycle between the texts super fast – which probably isn't what you want.

janosbiroleite responds:

Thanks.

It's fine… but starts being repetitive pretty quickly. I could keep going for a long time, but soon enough it starts getting boring. No new elements get introduced and it doesn't get progressively harder.

Because you can only skip between platforms in one direction and the skipping is fairly slow, you also can't reliably collect every gem which appears on the screen even if you try.
Additionally, the score count is too small and harder to read, and the YouTube link in the menu points to the wrong game. But you'd frankly leave a better impression by uploading *that* game here.

tiago018 responds:

obrigado vou melhorar

Quite enjoyable game, but not without problems.
I like the style – nice art, catchy music, the sounds are okay. It's an action game rather than a platformer because your movement is rather slow (in comparison with other platformers), so this is not a game which should require you to make complicated jumps or react quickly – which shows the most in the boss arena (trying to quickly jump between platforms, or jumping from the edge of one isn't exactly the simplest task).

Slowing down the player when you charge (or hold) a big fireball is the right decision, but in my opinion, shooting small fireballs shouldn't slow you down at all. That makes shooting while jumping more difficult than it has to be.

I feel like there's a slight problem with pacing – the beginning is okay, the end boss is hard, but the middle part starts getting boring after a while. Occasionally, a new enemy gets thrown in, but the difficulty doesn't really change. I remember thinking "how long will this keep going yet?" roughly in the middle.

I don't know about the crystals. First, if you right-click, you shoot all at once for the number of crystals you have – not just one per right-click (completely unnecessary for every enemy except the boss).
Obviously, you want to save the crystals for the boss battle, but during my three playthroughs, I always managed to die on my first attempt – which means all of the crystals are gone. Perhaps save the current amount of crystals when you pass the checkpoint, so when you die, you only lose the crystals in the current section? Otherwise, I don't see much point in collecting them.

As for the pixel art, I noticed the pixel size isn't consistent. Sparks from the crystals and the flames are smaller than the individual pixels in the walls. Then the "charging" panel and boss's health have round edges and the ball of fire returning you a safe location isn't pixelated either.
It's not *wrong* to have an art style like this, it's just not what some would call ‘true’ pixel art.
Also to me, the solid black tunnel at first looked like an entrance to another location because there was no door nor a portcullis to block it.

And after defeating the boss, the game promptly kicks you back to the menu as soon as you leave the area. That is the video game equivalent of "Fuck you". Add a final, 'reward' chamber, or at the very least show an ending screen. It took some effort to get to the end – but you don't celebrate the victory.
That's like meeting the person who won a race and being like, ‘Okay. See you next time.’

Uh, and you also got in one of the most common problems with Unity games on this site – if you use "Standard" WebGL template instead of "Minimal", you have to add 38 to the vertical resolution of your game in Project System for the footer, otherwise, your game gets cut off slightly.
And since this is Unity, you could potentially save the player's progress between playthroughs in PlayerPrefs if you wanted. I. e. adding a Continue button to the menu. Just for convenience sake, but this game isn't that long to make it a necessity.

But overall, I think it is a pretty good game.

IceDrumGames responds:

Thank you for this review. Yes, my game has all mentioned problems. I will try to fix them as soon as come to the computer. Thank you for critisizm.

EDIT:
-Fixed slowing down the player.
-Fixed immideatly fireball for crystals. Now it's just one per click.
-Added EndGame screen.
-It's still not "true" pixel art but now without round edges.

Again, Thank You for advices.

It's fine for a first game attempt.

– There needs to be a way to restart the game when you die – via a button or at least by pressing a key (e.g. 'R').
– The sprites should definitely use transparency in order to avoid the white boxes around.
– When the player shoots, he probably collides with the bullet which "pushes" him out of the way. He probably shouldn't be colliding with his own bullets in the first place.
– What about sounds or music?

As for health, you'd basically do it in the opposite way to the score. You'd start with "score" 5 and each time you're hit, subtract 1. If you get to "score" 0, the player dies.

AspiBoi responds:

Thanks for the help. I will add all of those things in my next game.

I think it's great, *incredible* for a first game. I have nothing negative to say about it.

Of course, as soon as you feel the game is starting to get interesting, it ends, so more levels (with possibly new gameplay elements gradually introduced) would be appreciated.

– In the last level, using the third fireball isn't necessary for completing the level (you can flip the lever by jumping and attacking mid-air) – that's probably not what you intended.
– The browser console spawns *a lot* of warnings you might want to check, mostly stuff like: **ERROR**: Error calling method from signal 'puzzleComplete'.
– After finishing the game and starting over, I was unable to enter the door to the second level.
– It's better for user experience when you do not force fullscreen – instead, offer it as an option in the menu.

That's all that comes to my mind. The game is short… but very well done.
Good luck with your future projects!

VivAZ responds:

Welcome Rallyx,

Regards to the console warnings it is due to the way i coded the game in an unusual way. I went with if it works i don't care approach which was wrong. I felt after creating the "last level" that I learned so much and that I feel if people liked the game I wouldn't mind redoing everything especially the code since I know I can do it better! I am quite interested in adding new levels, enemies and make it a bit more story driven! I would also want thank you for letting me know about the 3rd fireball I will fix that as soon as I can asap!

Thank you once again for the feedback!

Well, the first question has to be – do you even use the built-in Physics engine for movement?

It's a bit hard to tell because the movement is very laggy, even gravity. Without seeing your code, I can only guess. If you "AddForce" to a Rigidbody2D component or set its velocity; that's physics which will result in more fluent movement.
https://docs.unity3d.com/ScriptReference/Rigidbody2D-velocity.html
https://docs.unity3d.com/ScriptReference/Rigidbody2D.AddForce.html

Please don't move the character by adding small increments to transform.position. You'd have to Slerp the value to make it smooth and that's not what you want to be dealing with.
https://docs.unity3d.com/ScriptReference/Vector3.Slerp.html

Also, all movement and physics should be handled inside "FixedUpdate", not "Update".
For camera stuff, it's best to use "LateUpdate" with some script for smooth following (don't add it as a child of the player if that's what you're doing).

You should also flip the character's sprite when moving left (or set the "x" scale to -1).
https://docs.unity3d.com/ScriptReference/SpriteRenderer-flipX.html
Then you might consider adding animations.

For some reason, my hearts keep disappearing even when I do nothing at all. If it's meant to be a timer, then I probably wouldn't use heart icons to represent it because when you lose a heart, it usually means you made some sort of mistake.

There's something wrong with the resolution of images because it skittles around while you're moving.

And so on. All in all, I'd suggest you to find a good tutorial series and try to follow it. I think almost everything I mentioned will be covered in any decent platfomer tutorial in more detail.
https://youtu.be/UbPiCgCkHTE?list=PLPV2KyIb3jR42oVBU6K2DIL6Y22Ry9J1c
https://www.youtube.com/results?search_query=unity+platformer+tutorial

In conclusion, I don't think the game is particularly playable in this state just yet, but don't worry, you'll get there after some practice.
Good luck!

SolIgnis responds:

wow, thank you very much! I didn't expect this much feedback at all! It makes me happy. I will try to improve, I hope to post more and better games. Again, thank you very much :D

I'll say what everyone is saying – the controls are unresponsive.

The main problem, which you might want to consider fixing, is not being able to change your mind once you start moving. You press A – that's it, now you have to wait until you fully slide to the left before you can move again. What about interrupting the current movement if you press the opposite direction? And perhaps making it slightly faster?
You basically have three fixed "1 2 3" points on the screen where the player can be, so hopefully, it wouldn't be too hard to swap the current movement target e.g. from 1 to 2 mid-way.

As for loading times, I suggest you try the free add-on "Scene Streamer". It should be perfect for your game since you essentially have a single long corridor which you can load in parts.
https://assetstore.unity.com/packages/tools/utilities/scene-streamer-38168

Then I think the game doesn't exactly invoke "Fear". If it wasn't for the music, then there would be nothing scary at all. I also like the colour scheme shown in the thumbnail much more.

If you wanted to add another gameplay element, you could consider jumping (e.g. over a hole or a small obstacle).

Some bugs/other things I found:
– Go from left to right and right to left very quickly. Quite often "D" will get stuck and you'll be unable to move right for a while.
– Die on the upwards slope. Now if you restart the game, the slope modifier will still be applied and the player will fly up.
– In the console, the game complains about a missing MonoBehaviour on game object 'GM'. Are you restarting the game correctly?
– Graphical bugs – the ground seems to flicker. There's either a problem with the material/texture or it's two objects overlapping each other at the same height (so the engine doesn't know which one to render)
– It doesn't look (or sound) like the sphere is rolling but perhaps it is
– 'Level Failed' message looks exactly like a button but it isn't interactable. And perhaps wait a short while before showing it – sometimes you don't even realise what hit you.

It works, there's some gameplay, but I wouldn't exactly consider it finished or enjoyable.

DARKBLUESHADOWPRODUC responds:

I am working on them, will soon update.

Age 31, Male

Game designer

Masaryk University

Czechia

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