This game has a very strong artistic style, with nice visuals, music, and an ambitious overall design. The narrative and assets stand out, and the controls work fairly well. However, there are quite a few bugs that hurt the experience, such as broken animations, disappearing UI elements, getting stuck on enemy hitboxes, and taking damage unexpectedly. While the game shows a lot of potential, the technical issues make it harder to fully enjoy.
haydenboyette7
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This game is fun and has a strong presentation, with great audio, good-looking models, and an enjoyable crafting mini-game. The gameplay, especially crossing roads and avoiding obstacles, feels similar to arcade-style runners and works well. However, there are some issues like unclear instructions, UI bugs, and the lack of a proper fail or end screen. Transitions could also be smoother, as some moments feel abrupt. Overall, it’s a fun game with good ideas that just needs some polish.
This game has a nice concept and some charming collectibles, and the overall idea works well. However, the camera is a big issue—it’s too sensitive and can get in the way, making parkour harder than it should be. There’s also a lack of instructions, especially for camera controls, which can confuse players. With some camera adjustments and added audio, this could be a much better experience.
This game has a fun and simple concept focused on parrying, which makes gameplay engaging and easy to pick up. The controls are very straightforward, and the animations, sound, and visuals fit the theme well. The difficulty options add some variety too. However, the gameplay can feel a bit bland over time, and the parry timing doesn’t always feel consistent. There are also small issues like UI problems and a glitch with enemies not resetting properly. Overall, it’s a solid and entertaining game with a cool idea that could use a bit more depth.
This game feels very polished overall, with solid movement, good music, and a nice top-down design. The progression system where you gain abilities in dungeons and fight unique bosses is a strong feature, and the hitboxes feel accurate. However, the enemy AI is pretty basic and doesn’t react unless you’re very close, and some animations feel a bit abrupt. There are also a few issues like keys staying after death, awkward diagonal aiming, and some minor bugs with camera and animations. Still, it’s a fun and well-made game with just a few things to clean up.
I enjoyed playing this game, It was similar to mine as I also made a space based game, The games concept and gameplay was all fun and engaging except for two major issues (Both easy fixes however) First on the menu the text goes off screen (I tested on two different builds to make sure it wasn't just the one I was using), so if you could set that to fill, and the bosses image was the default X, so if you could set it to a image, personally I would just make it one of you enemies but larger, Other than those issues, I think the game was fun to play and certainly a creative idea!
I enjoyed the concept and gameplay, It gives the player a rush of trying to quickly get the cube turned to match the colour shown and encourages focus on the next ball that pops up, I have two pieces of feedback on this one, one major one minor, the big piece of feedback I would say is to implement a win condition, so that after a certain amount of time you are able to win the game instead of it going endlessly, which may bore the player if they keep getting it right, and the other piece is to move the "Nodes and FPS" counter off screen as I don't feel like its necessary to be seen by the player. I really enjoyed playing this game!
I do like the concept of this game, I understand that the intended concept of what gameplay looks like would be to run around and collect hearts as they disappear and reappear while avoiding saws, however I think there are some major design flaws that might confuse or drive away a casual player, first when the time runs out it does not take you to a lose screen (or a win screen depending on how many hearts are collected) but instead the hearts and saws stop appearing, this may confuse a player as to if they have won or lost as they still have control of moving the sprite around, secondly I never felt like there was a real threat from the saws as I only encountered them 3 times over the course of the gameplay, which made trying to get to the hearts the main goal instead of also avoiding the saws, lastly when you do collect a heart it sort of halts movement for a second which prevented me from collecting a bunch of hearts when they appeared at once, I feel like if you fixed those errors this game would be more exciting for gameplay, the concept of the game however was certainly great!
I had fun playing this game, I was hooked immediately by trying to find a way to gather up points like staying near the edge of the road and trying to jump off right before hand, I certainly found excitement in playing through and trying to see what I could do to run up the score without getting hit, However I have 2 pieces of feedback, first, I feel like the collision box on the cars (and crashes) where pretty large and would splatter me when I felt like I was not that close to the car (A problem I encountered when making my game aswell), So if you could find a way to decrease the collision size so that it fits the sprite or making it smaller that would be nice, My second piece of feedback is I had seen in the instructions it was stated that the player would garner points based off the time spent on the road but when I had hopped in and started playing I quickly realised it was the amount of jumps you make on the road that adds score rather than the time, to fix this I would change the instructions to state that it was based off the amount of jumps instead of time. Other than that I had a great time playing this game!
Creative Game, I like how it matches a fruit ninja type game where you have to quickly react to them coming on screen informing the player on that they would have to quickly go and pop it but also adding the bombs so they don't just rapidly click at anything that pops up on screen, I did notice on the first play through, when you pop your first slime the game freezes for a second but after that works as intended, one thing I would say to add is (at least for the first round) a win condition or if there was one that I didn't reach to lower it to like 30-40 slimes, just so it doesn't turn into a endless run-through of popping slimes which might bore the player (unless you intend to add a endless mode), other than that I think this is a very well made game that was entertaining to pla!

