This is the kinda thing I'd come up with as a little kid lmao
My only gripe is that there's some perception issues that messed me up at some points
This is the kinda thing I'd come up with as a little kid lmao
My only gripe is that there's some perception issues that messed me up at some points
I got a lot of notes about this game.
The game kind of throws you in without any explanation as to what button does what, such as the arrow screens. At first when you look at them, they're videos to play? But then when you click on them, they do different things. It seems to me that the first arrow is to start the game, and the double arrow is to continue a previous game, but it doesn't make any of that clear. Maybe it would work better as text buttons next to each other to show all options available?
Also, there seems to be no sound, music or anything, which makes this feel like something is missing. I know on the Hyun's Dojo forums, they have some pretty sick open source soundpacks that you can use without any trouble with copyright, and Kevin Macleod has a bunch of songs that anyone is free to use. Then again, I'm not sure what engine you're using to make this game, so it might be something that just doesn't allow audio.
Just a little note, I've noticed there are a few issues with how the webpage scrolls, like when the comic strip part appears, you need to scroll right to view the whole page, or the obstacles in game extend the page vertically as they go down until they despawn.
I also noticed a lot of inconsistent line thickness (such as comparing the background to the objects in the foreground) and I think it would look better if the thickness was matched up in the middle so there's not such a stark contrast.
I don't mean this to hurt feelings or anything like that. I just think this is a neat idea that could be turned into so much more. The potential shows in its artstyle in the intro. It's really great for what it is. I think you'll get better at making games as you go.
Edit: Alright, so the menu is much better to understand and navigate now, cool! Just remember rest of the issues are still quite apparent. One thing that seems to feel uncomfortable about gameplay that I don't think I covered last time was pressing click while moving the mouse causes you to select the images of the area instead of firing a bullet, so maybe if that can't be fixed I'm sure you can bind it to the spacebar or something instead.
Also switching between tabs causes the enemy rockets to build up and when you come back, there's a line of rockets coming at you.
Anyway, raised my rating from 1.5 to 2. Still think there's more to be fixed, but the fixes already done I think make the game better.
I legit can't stop playing this game. The gameplay loop is outstanding, through giving you a new way to test out new guns, all with the risk and reward factor. The puns are fun, and the effects are amazing.
The only thing preventing me from giving this game a 5/5 is that medals don't seem to work.
Still, keep up the great work. Might check out your other games later.
I do have a lot of criticisms of this game, mainly having to do with the presentation of it.
For example, there are several points where text doesn't match up horizontally. Not sure what program this was made in, but you can align things better by putting a long vertical line on the side where you can place the text in reference to that to keep it more straight.
The text in the options menu is also quite hard to read. Possibly you can add a light green background with a gradient, similar to the buttons?
Also be sure that scaling objects makes them not fit in with the theme due to varying line thickness, such as the spike balls as compared to the player. Try to scale the thickness accordingly so everything matches up, and things like the terrain might look better if they have similar outlines.
I notice a lot of the game looks unintentionally pixelly. There are a few art programs (such as the one I use being FireAlpaca, wink wink) that fix it with a process called "anti-aliasing" that smooths out the pixels. It has shape tools as well, so I think you can use it to your advantage.
I also think it would help greatly if you could put the instructions in the description so players wouldn't have to exit the game just to review controls.
Also note that multiplayer seems to be the exact same as singleplayer? I could be wrong, but if there was a splitscreen multiplayer that would be pretty sick.
Not sure if this is intentional, but controls get kinda finicky next to walls and while going diagonally, and it's very disorienting.
Hey, I know that a 1.5 sounds bad, but I think a concept like this could work. Just take a look at The World's Hardest Game as a frame of reference.
I think with time, you can be a much better designer and make some of the craziest games out there. Just be sure to study the style and presentation of games you like and go from there.
Nice! Reminds me of Getting Over It. Only criticism I have is there are points where the game isn't very clear on where to go so you just kinda waltz around until you make progress.
It would also help if there was a better reticle that shows at the point where you can shoot the fishing line since there were multiple times where I didn't know if I was in range to shoot an object or not, and even then I believe that the game and I had different thoughts on where I was aiming, so the reticle would help on that clarity.
My sympathy for Krampus has never been so great.
Fun game! Pretty bare bones but hard. Kinda Hotline Miami-like. My only question is where the heck did the kids get those guns hahah
"That f***ing bird that I hate" - DashieGames
Okay but really, simple but fun game!
I do need to address though that while the 3d style can work gameplay-wise, but it doesn't work logically, as in the objects react when you touch it visually instead of being touched as it were a physical object in 3d space. Maybe the boat race part could look better if it was from a top down perspective rather than from behind the character (also as a way to give more variety in camera angles), but I understand why you'd need the perspective for the flying part.
I'd say to use a variable as the z axis to calculate when the object and player are aligned at around the same point, but issues with players not understanding how far things are from the camera are especially prominent in games like these, so it would make sense not to go there.
Also quick note, it seems like the music in the flying portion finished a little early, so there's a few seconds of silence before the duck finishes. It would be really cool to see the music line up right when he hits the finish line.
Anyway, nice game. It's got an adorable art style and is a neat concept!
Pretty great! Love the fast gameplay and theming. Only gripes are that there are a few things that are missed opportunities to go with the theme like enemies (would be funny to fight your boss!) or keyboard smash (would attack with swiping letters, like mouse whip and the pointer look) and that you can't pause mid-game (yes I know you can pause by clicking off but idk it might look better with a button). Otherwise, keep up the great work!
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