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LazyJohnnyIG5

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A member registered Apr 02, 2024 · View creator page →

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This is a really cool looking game with funny mechanic with a twist. But first there are some negatives. The menu and quit buttons don't work on the pause screen, a quick simple fix. I would have at least put empty game object in the Sky near the top of the level and near the gates. I say this because  I did use one of the boxes and hover over gates without setting a box on the button. And on the third level I just straight up launch so far high up that I skipped most of the level and I did it again with the stone buttons since I didn't look until there was a button to turn the boxes into stone. An invisible barrier on some parts of the level and over the height to set a height limit would prevent players like me straight up make the game tad too easy. Hilarious and full of entertainment, but does remove the fun out of the level's design.  Also,  I would at least organize the first part of level two to be more different than level one's since I did thought I died or get reset. Other than those bit a criticism and some suggestions, I absolute adore the fact this a 3d side scroller, I appreciate and could the feel the immense hassle to code that properly. The floating/ physics gun/ breath of wild gravity tool is quite perfectly and doesn't go outside the 2D view. And the particle effect when you turn a box into stone is quite satisfying. This is a pretty solid with some minor adjustments and more time to add in models and content to make it a pretty solid 2.5 Dimensional side scroller game.

Based off what I have play, I have some complements and then some negatives. Let's start with the negatives first. When I booted up the game for the first time, I have read the instructions, then I immediately try use A and D to move left and right. But that wasn't the encounter that I had the problem with. The real problem is that when I step in front of the door and get really close to it, I pressed and E and nothing was happening. I keep trying pressing E and yet the door was not opening and pressing every other button. Which I accidentally come across another issue, which is that your fire ball literally goes through walls and doors to the hit the enemy without even needing to open the door. I later discovered it goes through walls by the fire ball hit the wrong enemy through the wall. I then figured out that I needed to stand about three feet away from the door for the prompt to open the door, That is really weird spot to open the door, I would have it at least 1 and half feet and have the door opened from there, but that's a personal preference. However, when I replayed it again the prompt appear immediately, which means level you on the spot you needed to be, and yet it was easily unnoticeable until after a replay. I would either make the door have a glow or have the prompt being more prominent like having a bright color other the standard white, be larger, or have a simple button prompt to make players stuck on the first time around.  The next issue is that enemy can be killed twice and the same animation is played. Before the second animation can be played, there is common chance the enemy will be crawling on the floor, but it is stuck in place if the player doesn't kill it immediately and stand afar. If the player is close, the enemy get back up goes into a biting animation but does no damage. Also the last enemy in level 3 which the big mutant in level one again, does it's roar when it's dead even though its dead (which applies to both).  However, the body of the large mutant in level 3, slides into the middle of the level when it's dead. This only happen if the player kills the large mutant from a distance, I would probably just added another if statement the enemy can only roar and move towards if it's not dead, other wise it doesn't make the sound or move. As for the common zombie, I honestly made that it either it walk only, or  make another if statement the player reduce the enemy, it goes to the crawling animation enemy without an animation like the death animation I would have added some pick ups like health or some more props to make the level feel more alive and expand the size, but I think that is my preference and also not having the amount of time to work to make a fully polished game. And I would allow the player look vertically/ Now the positives, love that the fire appears at frame is at the wind up of the throw and correctly positioned at the hand and goes to the designated path forward, and changes based on location. able to make the player to move with the camera without it being overly sensitive. And you were able to replace the unity build icon with your game's cover is phenomenal. So aside from gripes, some of which is based on preference, while most can be adjusted by simple code and more time, this is a really solid game

PARRY THIS YOU FLITHY COMMNER! - The wizard

Anyway, the game is bit bland for my taste, the game looks good, the title screen is presentable, The instructions seem tad to long that I honestly tried to skim through it to get to the actual important, and it quite funny for the knight do a backflip. But the parry system, it needs some reworking , because I would expect it to work at the last frame of animation rather the wind to the actual hit. Still the game was pretty entertaining. Although there was one glitch during the normal where the first opponent knock each other out at the same time, and when I retry on the level, the dude was still on the floor yet still inflecting damage and parry in the same spots.

I like the concept, and the collectibles is quite cute. However, I feel like there should be some instruction to notify players that the camera can be adjusted by their mouse. Also the camera is wait to sensitive and gets in way of stuff, and it makes the parkour much more difficult  then it needs to. But, that doesn't mean I don't respect the vision. In fact, I tried to implement adjustable camera for my game before ultimately decided that it was too much of a hassle opt for locked camera. Overall this was good name, just little bit more work on the camera, and some sounds.

This is a very a well put together game, it has good music, solid movement, and good environment even it is quite simple. But not everything is completely perfect, since there is a couple of flaws. The first flaw is that You can't attack or even aim in an directional angle on command. What I mean is that it is not easy to shoot your arrows in this game in a diagonal Angle, since it ways shoot perfectly horizontal or vertical path and sometimes it does shoot at angle. However, the angle doesn't really give the best results since it is more so 51 degree angle that right shoot in the right direction most of the time, you should have smooth turning instead of the sharp turns you used for better angle shots. I also have stumbled upon two glitches, that is if you die, you spawn with the keys you have acquired  and not restarting your progress completely. On paper this sounds like a good idea, However, in reality, if the player used the key on a door, the door and later dies, they spawn with the key they already used, which makes exploring other rooms for the key to be quit pointless if you can die and respawn with a previous used key. That might need ironing out. Another glitch  I discovered unintentionally by constantly using the teleport ability, and I used it when I was entering in and out another room. This caused the camera pan to the opposite room instead of the room that I am entering and this also applies to entering the previous, it pans to the room that I entered.

I like the glitching effects in the UI, which I didn't know was intentional Until read the help controls. However, the rest of the game, I didn't enjoy as much as the UI glitch effect. I confuse the items for crosshairs for where I am shooting, only when I picked them up, where I found out they were items. Some of the enemies made contact with me but didn't affect me if I don't move, only when I am attacking my health is reduced. Nice job for make the "low health" alert fit in the terms of the game, but it really hard to see the health and the message too. I can't aim my shots where I would want to shoot at, it just shoots another direction opposite or completely different than the direction I wanted shoot at, sometimes it does, but most of the time it doesn't. The enemies are way too small, so shooting them is more harder than it already is, and I didn't know the enemies were squares, I thought that was the player, and the circle was a big enemy. Also i have no clue how much damage they are taking from the shoots, need some health bar to let me know how much health they have left like the players. The sounds are nice, but some visual knockback for the enemies would be nice, and same goes for player.  The going invisible part is very nice but very unfair at the same time. I would going with a robot or some person like an soldier or agent, and sprites for the background and enemies, and give different sprites for health and shield or invincibility for identifying them differently instead of recolors of the same sprite. This game has some potential and improvements to made, but overall the game is visual pleasing but difficult game to play

This game seems to be quite simple in nature and I quite enjoy it a bit. But I would like have to race against other cars like cpu's to actually feel like I am in a race instead of driving alone in a barren race tracks. I would like see some more obstacles in the tracks, like plot holes, cone heads, or tires. The track barriers need to be reduced in size since they are a bit oversized and makes feel the car is a either toy car or make the world seem a bit giant. I would like some audience members, and props to make the tracks feel alive, like an actual race track, instead of driving on a sandbox. Anyway this a good game!

The game "TactTiles," is a bit too simple in the sense, that it's too easy to beat all three levels.  The text on the game is far off the panel, which can easily confuse people into thinking the button is the colored squared not the text itself. You should make it that the text is on the squares or make the text color when the player is hovering over them and pressing on them. Not giving the player the ability to not cancel their action to waste their action points seem a huge drawback seems hinder player abilities to make strategies on the fly and rely on not messing up their current action and picking on the action they desire the first try. Which could be good for gameplay and increasing the difficulty of the game if it's intentional, but if it isn't, then it makes the game unfair and drives away any potential players. And given it's not mentioned in the help screen of the game, I could infer that this feature of players not canceling their current action to select wasn't intentional. So, you either include that in the help section of the game, or give the player ability to cancel their current action to save up current points.  The Fonts used seem to bland and generic, so I would suggest a more fantasy or blocky font for your game. Also, the exit button, I hardly noticed at the bottom of the corner of the screen and thought it was to cancel the action, and not exiting the game. I would positioned it in the top right corner of the screen, and make it a button with text that says "exit" and mention it in the help screen. Having all the levels be able access all of the levels in level select seems neat, but removes the need of progression in levels. I would had it that after completing a level, you would unlock the next level. And provide buttons to go from one level to the next level, and exiting the game after completing a level.