I like the idea behind this game, where it plays like a classic Zelda dungeon, but instead of collecting keys, you collect energy cells. I also like the way you implemented the objective text in the bottom left of the screen, as it gives you an idea of how far you are to completing the level. However, there are a few bugs that make the game kind of difficult to play. Firstly, if you stand directly under the moving bars, they can push you under the map and render the game unplayable. Secondly, there are gaps in the walls that you can get through, which will force the player out of bounds, once again rendering the game unplayable. This last one is more of a nitpick, but adding some kind of quit button to the game would make it better so the player doesn't need to either complete the game or Alt + F4 in order to quit. Overall, nice game, but the bugs take away some of the enjoyment for me.
Trey45
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This is a very fun and well-made game, as I really like how you handled the gameplay, combining the shooting mechanic with a power-up system to make it more enjoyable. I also like how each boss has a slightly different attack pattern from each other giving the game more depth. The sound effects were chosen well, and I like how you used a Wilhelm scream for the game over sound. While the graphics are definitely basic, they definitely work for a game like this, where it more about the gameplay than the graphics, which is something I can appreciate. I also like how the game is very simple to understand, with each mechanic playing off each other well. Overall, a good game that I enjoyed a lot.
I really like the art and the music for this game. The controls work well enough, and I like how you came up with an entire narrative for this game. However, there are more than a few issues with the game. Firstly, the animations tend to break, causing the main character to move around without a walking animation or get stuck in their attack animation. Second, when the player dies, the text telling them how many buds they have and the number of items they've collected/enemies they've killed for their objective disappear. Thirdly, the player can get stuck on enemy hitboxes, which makes it difficult to get around certain obstacles (in the second level, when jumping from platform to platform, I got stuck on the hitbox of a flower enemy and was unable to move until I killed it). Finally, there are times when I got hurt by nothing at all, as I have gotten hurt from walking around even if there was no enemy to hurt me. Overall, very impressive game, but it has too many bugs to really get into it like that.
I like the idea behind this game, as it feels like a much simpler version of Street Fighter, where you only have to worry about parrying attacks and keeping an eye on the enemies' attack patterns. I also like how you included multiple difficulty options to give some variety in how the game is played. The music and sound effects are pretty good, and I like the animations that were used, as it fit the overall theme of the game well. I also like how the controls were incredibly simple, with the only button needed to play being the Spacebar, and everything else just comes down to good timing. Overall, a very awesome game that I really enjoyed.
This game is really good, as it has a ton of polish put into it. I like how you did the gameplay, where each level gives the player a new ability that they must use throughout the level to make it to the boss. I also like how you gave each boss a unique attack pattern, as it helps differentiate them from one another. I also like how you used different models and animations for everything, like the skeletons which try to attack you with swords. However, there were a few slight issues I had, such as the times when the hurt animation sometimes didn't play properly when the enemies were being attacked, or how whenever you collect a key and use it, the key goes back into your inventory if you get a game over (when the number of keys should permanently decrease when one is used up). However, aside from small issues like that, this was a blast to play and really showcased your talent for game development.
I like the concept behind the game, and overall, it's a very fun game. But there are a few things that make the game feel a little unpolished in some respects. Firstly, the main obstacle in the game, the saws, aren't much of a threat if you just look out for them. I think adding something else to keep the player on their toes would help make the game more challenging. Secondly, while I really liked the UI and the assets, the way the game just stops spawning hearts and saws, with no sort of indicator as to whether or not the player won or lost after the time runs out, makes things very confusing. It especially doesn't help that the player character can still move even after the time has run out. Stopping the player character's movement, along with adding some sort of win or lose screen, will help prevent the player from having any confusion about whether or not they've completed the game. Overall, not a bad game, but it could definitely use a bit more polish to make it much more fun.
This was a very interesting game to me. I've never played Blackjack and wouldn't say that I'm good at card games in the slightest. However, the way you managed to make this feel like a genuine game of Blackjack (betting chips, dealing the cards, the luck aspect) makes this game feel very unique. I especially like the choice of assets, as it makes the game feel like you were genuinely at the casino. I liked the way the instructions were clear and concise, and how simple it was to play a few games and get the hang of the rules. I also like the way the animations were done, as it assists in making the game feel more realistic. Overall, this was a very well-designed game, and I think that you did a very good job with it.
I like this take on a classic game. As someone who's never played the original Minesweeper (I've heard of it and seen videos of people playing it, but never actually played it myself), it was fun to see someone else's version of this game. Considering how I never played the original, I can't really compare it to the actual Minesweeper much, but I really liked what you did. It's really responsive, and I like how you really stuck true to the original game. I especially like how you tried to keep the difficulty of the game in line with how it is in the original, because I've heard that the original Minesweeper is a very difficult game because one wrong move will force you to restart the whole game. That whole system is replicated perfectly, and as a casual fan of puzzle games, this was something I really enjoyed, and really makes me want to play the original game now.
I think it's really cool how you tried to fit the elements of an RPG into a fast-paced mobile game. As a huge fan of RPG games, this one really surprised me by the amount of depth on display. I like how attacking is a limited action to the player, where they need to pick up a sword in order to attack the enemies and boss. It really gets the player to think about where and when to attack, as using your attacks at the wrong time can leave you vulnerable. I also like how you implemented the scoreboard, giving the player access to how well they're doing at any given point. I do think some more enemy variety could be nice to implement, but given how well you implemented the slimes, this is less of an issue and just a personal thought. I also like how you gave pretty much everything within the game animations, as the game really shines with how expressive it feels. Overall, a very solid game that can certainly be expanded upon into something much bigger.
I liked this game a lot. I like the idea behind it, as a fan of the Fruit Ninja games. Though the lag was a bit of an issue, as it made playing the game much slower than it should have been. But I think it could certainly do well as a standalone game, especially if you added more modes to it to spice up the regular gameplay. I also think adding some sort of indicator when you hit a slime or bomb could improve the game design, but you've clearly got something really good here. All in all, a very solidly made game that truly shows how far you've come since class started.