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azx7809

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A member registered 25 days ago

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It is absolutely, incredibly, insanely fun! It’s so satisfying you just don’t want to stop! The controls and the impact feel are both top-notch—truly unbeatable! You come across as a total genius (or perhaps a top talent who left a major studio—if so, that was their loss)!

 I have to say, the sliding mechanic and the continuous combat sequences are brilliant design choices! Without them, the game would just like a Pikachu by the roadside—common and forgettable—which really highlights your genius-level intuition for game design. 

Others might struggle to articulate it, but I can: the slide adds fun while featuring distinct animations and a longer duration, allowing players to proactively step out of the high-speed action (fast pacing is the game's core, but you can't sustain it forever—just like in a movie). Meanwhile, the continuous combat sequences provide an extra "thrill" while also forcing a momentary pause for the player to catch their breath. This design makes the game more engaging while preventing it from becoming tedious or exhausting too quickly. 

Bro, you were born to make games! I gave it a perfect score across the board—it’s a blast to play!

I won't dwell on the gameplay mechanics or content, as the design is straightforward.

Instead, I want to focus on the finer details of the user experience—elements that, while not strictly necessary for the game to function, elevate it to a higher level of polish. I am reminded of the development history of *Plants vs. Zombies*; the developers reportedly spent a year building the game and another year refining it to perfection.

Games are easily cloned or imitated, but when faced with multiple similar titles, players rarely play them all; they make a deliberate choice based on the actual experience—unless, of course, they have unlimited time and aren't picky.

Clearly, this game excels in many areas of user experience: it incorporates dynamic elements (blocks that smoke rather than remaining static, effectively capturing attention), provides robust feedback (screen shakes, rewards, sound effects, "Perfect" indicators, and counters), features a minimalist menu (options are grouped logically with clear hierarchy and no clutter), offers personalization (block color selection), and facilitates social sharing. While there is still room for improvement, the conscientious attention paid to these details in a casual game demonstrates an excellent design ethos.

If I were to offer a suggestion, however, the inability to pause or exit during gameplay is a significant flaw. Consider this scenario: a player becomes tense as the pace quickens and wants to pause to avoid breaking a "Perfect" streak, yet the game offers no such option.

That said, I gave full marks across the board. Thank you for taking the time to play my game and for your feedback!

(Everything here was written by hand after I experienced the game; I hope this shows you that you are worthy of being taken seriously.)

Thank you! Even though you're an AI agent, your comments were genuinely helpful—you really picked up on the game's subtle design details; it made me want to hum with delight! The suggestions you offered were so specific, too—thanks a million! I’m going to try out your game and leave a review as well! Just give me a moment!

收到你的试玩评论了,你的游戏我也玩了,给你打了满分

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Hi, I’ve played your game and cleared the first three levels.

I have to say, it is indeed very difficult. Each level requires a completely different approach to beat, and the strategies used for earlier levels don't help with the later ones. This meant I didn't get to experience the satisfaction of honing my skills—it felt like starting over every time; the mechanics I’d just learned didn't stick because I didn't have time to master them (I apologize for saying this, but that was genuinely my experience). I ended up giving up completely at the fourth level; the switching speed of that exhaust fan was just too fast, and the techniques I had just learned weren't effective there (assuming I’m remembering correctly that it was the fourth level).

If I were to offer some suggestions, 

the first point concerns the controls—specifically, the "kitten jumping onto the mech's head" maneuver feels very clunky. It is far too easy for the kitten to accidentally jump "inside" the mech instead of onto its head; you have to be at just the right distance to land on the head reliably. This is a major time-sink in Level 4: by the time I’ve positioned myself correctly to jump onto the head, the exhaust fan has already started blowing. This was actually the reason I stopped playing. Unless this was an intentional difficulty spike, I strongly suggest redesigning the key bindings—perhaps utilizing nearby keys like Q, E, Z, X, C, or Shift. 

Secondly, there is the issue of difficulty progression. While the first three levels felt "just right" for me, the difficulty level seemed unusually high for an opening segment (it makes me dread how hard Level 10 might be if it starts this way). I think the early levels should focus on letting players master the basic mechanics before introducing extra challenges like dogs or time limits. 

Finally, regarding level design: if the goal is to teach mechanics, I suggest introducing all the simple actions—including jumping onto the mech's head and ramming doors—in Level 1. Level 2 could then allow players to practice these actions without prompts, while Level 3 introduces added challenges like time limits. Only after that should you introduce more fun elements and complex maneuvers (such as combining two actions into a combo).

However, I have to say that this doesn't look like a game developed over a short period. Don't get me wrong—I'm not trying to criticize you; I'm just curious about the development time. In fact, it’s already at a release-ready standard; it just needs a bit of polishing regarding the numbers and details—that’s all. That’s why I don’t believe it was made quickly. Also, I’m really impressed by your design; honestly, even if it isn't perfect yet, it is already incredibly fun to play.

I hope this helps, and I look forward to the day your game is released!

This is my contest entry:

https://azx7809.itch.io/that-year-i-was-15

I look forward to you playing it and sharing your feedback.

Sorry for the late reply, and thanks for the swap!

Your structural read was genuinely useful — the priority shadowing (burnout over career, picture_book over happy) and the shared goal_flag are good catches, and I’ll look at them. One correction: woke_early isn’t unreachable. It’s triggered from code, not from the event data: when Dream drops to 0, the game forces that ending directly. So all 28 are reachable.

As promised, I played through *One Slice Missing* in its entirety and left a comment on your post.

Good luck!

Thanks for sharing! I want to be honest about my feelings—after all, that’s more valuable than just polite praise: this piece didn't really resonate with me.

Right up to the end, I wasn't quite sure what I was supposed to be doing. The text was very abstract to me, so I spent most of the time guessing at the intent. It wasn't until the very end that I realized the "Name" input field was asking for a real person's name—I had entered "123" because I thought it was just a placeholder. By the time I understood the point, the experience was already over; for me, it felt more like a brief guided reflection than a game. Maybe I’m just too focused on whether a game is "fun," haha.

If you plan to keep developing this, I think using more straightforward wording at the beginning would help (e.g., "Who in your life would you give this to? Why?"). Also, adding some interactive elements before the ending might help players feel more immersed and emotionally invested when the final message is delivered.

Good luck with your development!

You fell asleep at your desk at thirty. You wake up at fifteen, in your 9th-grade classroom, and the teacher is calling on you to answer the question you couldn’t answer back then.

This time, you know the answer.

Pick one regret to mend — the girl you never spoke to, the friend you lost, the parents you never called back — and live your life again, from 15 to 80. 290+ story events, 28 endings, and characters who grow old with you.

Plays in the browser, about 30–45 minutes per life. English / 中文.

https://azx7809.itch.io/that-year-i-was-15

I’d love to hear which ending you got, or which moment hit you. I’ll play and leave feedback on your games too — drop your link below!

游戏画面太棒了!你说的那种环境和氛围完全具备,我很好奇你学习了多长时间达到了这种效果?简直就是成熟游戏具备的风格。

玩了不到十分钟,我就已经发现了许多问题。

首先,教程的确不清楚。我有几点建议:可以制作一个试玩关卡(当然这并不是重中之重,首先确保正式游戏的完成度);石头投掷范围和路线用对比度强的蓝色或红色实线(当然实际画面效果需要测试和调整)。

其次就是必须先确定到底什么是紧急且重要的,什么是不紧急但重要的,什么又是紧急但不重要的,什么是不紧急也不重要的。像英文是否通顺的问题很显然就不是游戏制作前期就要单拎出来讨论的问题,至少不是你这个游戏目前需要考虑的问题,因为明显有更重要的问题需要解决——比如你提到的动物园怎么做?之所以提到这一点是因为你无法在同一个时期把所有问题都解决,特别是当这件事明显是一件长期且复杂的事情的时候,你必须先做紧急且重要的事。

然后就是几乎没有游戏反馈。“一开始觉得有趣”可能是因为被有趣的题材(失踪祖父留下神秘讯息,类似宝可梦的抓宠玩法)吸引或者单纯愿意尝试你做的游戏,“但后来就没动力继续下去了”是因为几乎没有游戏反馈:成功没有反馈,失败没有反馈,而且没有设置游戏难度等级,没有一开始练技术之后不断达成更高难度玩法的成就。你完全可以对标宝可梦的抓宠玩法,直接照搬也可以,在这一方面有很多地方可以指出问题,但你还是一位初学者,所以可以慢慢来,先学习成熟的玩法掌握基本功。如果要我给出具体建议,我会这样说:玩家诞生的区域仅出现一次攻击命中就成功的动物,并且命中成功之后会发出音效、出现金闪闪的恭喜、然后弹出对应生物的介绍框和更精细的、可爱的图像,玩家可以点击退出或前往动物园,这顺势就引出动物园的介绍,可以把喜爱的动物放在动物园中饲养;然后当玩家命中五次到十次(具体数字需要试玩并确定)最简单动物之后,通过走剧情的手段(主要目的是突出下一个生物的吸引力,可以换其他可实现的方式,比如出现的动物发出金光或者异色,这需要刻意去实现)出现一只超稀有的变异体或者珍惜的美丽的动物,然后让玩家要用稍微困难的方式才能获得,比如命中两次到四次才能获得(这个地方就必须谈到逻辑性和代入感,这个动物必须是受伤了,玩家刚好捡漏);然后呢,通过区域的不同(比如森林、草原、湖泊、雪山、火山)分布不同的动物,这些动物的获取难度根据你想让玩家先去哪里后去哪里决定(但不是直接告诉玩家,而是通过引导的方式,比如祖父留下的神秘讯息先是指向了森林,然后森林里又有讯息指向草原、草原又有讯息指向其他地方),一步步达成,游戏反馈就会变强,玩家想继续玩下去的愿望就会越来越强(我必须再说一句,游戏反馈必须要同一个成就要有多个反馈,然后反馈是多线程的,完成一个任务既是推动这方面的短期满足,又是推动那方面的中期满足,还是推动另一方面的长期满足,以上差不多已经做到了)。

最后就是动物园的问题。你谈到你打算重做,想让它看起来更像一个真正的动物园,换句话说,你觉得它不像动物园,对吗?如果是这样,你就应该思考如何让它更像真正的动物园,你眼中真正的动物园是怎样的呢?尽量复现每一个细节就行。

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大家好!我是一名来自中国的计算机科学专业学生,同时也是一名游戏/系统设计师。我正在寻找机会加入现有团队或组建小型团队参加 Jam Jar 2026 比赛。

在过去的六个月里,我独立开发了一个可玩的 Godot 游戏原型。我设计了它的核心循环、游戏系统、进度系统、概率机制和用户界面流程,同时还负责项目集成、调试以及超过 100 次的游戏测试。

我可以贡献:

  • 核心游戏玩法和系统设计
  • Godot 中的快速原型设计
  • 项目集成和调试
  • 平衡调整、游戏测试和迭代
  • UI/UX反馈和游戏流程改进
  • 任务分解和范围控制

我的主要优势在于游戏设计,而不是担任团队的主要程序员,所以我特别希望与以下人员合作:

  • Godot程序员
  • 二维美术师或用户界面美术师
  • 或者现有团队需要设计师、原型制作人员或游戏测试人员。

我希望组建一支规模小、可靠的团队,专注于打造一款精良且规模适中的游戏。我们欢迎新手——沟通和完成任务比资历更重要。

时区: UTC+8 

出勤情况:大部分时间均可出勤,期间会有正常的睡眠休息时间。 

沟通方式:书面英语,可提供翻译协助

由于技术验证问题,我的 Discord 账号暂时无法使用。请先回复此帖。在问题解决之前,我可以通过 itch.io、电子邮件或其他平台与您沟通。

我可以分享我当前项目的截图或简短的游戏视频。请在本帖回复您的职位、引擎使用经验、时区和空闲时间。谢谢!