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LuaConsoni

16 Game Reviews w/ Response

All 37 Reviews

Oh, I saw your game on the Jonas Tyroller video :) Congratulations on the game. Cool concept.

KanartStudio responds:

Haha thanks man

First of all congratulations on your first release, I have to say that the quality of the graphics and the level of polish is very impressive.
But I think you could make it even better by changing some little things.

You have no level tutorial to present the controls to the player. The player's first experience is already negative, as he starts in the middle of the battle and is killed several times until he finds the controls.
I know you put a message at the bottom of the screen saying press ESC to see the controls, but with the player trying to survive the enemies and dozens of bullets on the screen it is very difficult for anyone to notice this message.
Maybe it would be a good idea to have a quick level tutorial to introduce the controls.

The game is very punitive right now. I believe the first impulse of most players will be to try to destroy as many enemies as possible, but this is quite complicated since to hit the enemies you will necessarily have to stay in their bullet stream, and currently the player's life is too low to do this even for a very short time (or maybe I'm just terrible at the game :) ).
But even for a game that requires skills, the player's first levels and first contact with the game should not be so punishing.

My best recommendation here is to implement some analytic lib and use some funnels and metrics to identify where players are leaving, then use the data to balance it better.
Data such as how many times the player dies until he can complete the level, what levels are accessed by the player and what levels are never reached, average session time etc, this data would be of great help in balancing stuff.

If you already have some analytic lib in place, could you share some data? I would love to see that.

Good luck and again congratulations!

DevDimension responds:

Thanks for congratulations and this detailed / long review!

Tutorial:

was initially planned. But I have to admit that after all these months of work I lost the feeling of playing the game as a stranger and not knowing the mechanics. So I made it easier for myself by writing a guide, which of course wasn't the best option, I understand it now...

Analytics:

really good idea, and to be honest I didn't think of that... So at the moment there is no analytic in these game. Sorry for that... next time I'll take this seriously.

At the moment I'm working on a trailer with gameplay etc. I will upload it on my homepage soon. So people who are interrested can see what kind of "gameplay" is actually possible in other levels when your ship is much more upgraded.

I understand that after I have played the game 100 times myself, I have a different feeling for it than someone who plays for the first time and is overwhelmed at first. You've already mentioned that.

Have a nice day and thanks for playing! :)

There are an absurd amount of collision problems.

Maxi1324 responds:

I know this Game was made in 24 hours and i Made a Bad job

I answer the phone, it keeps ringing ...
I go through all the dialogue...
Nothing happens... phone keeps ringing...
After that I can't do anything else, leave the room, use the computer, nothing.

avengefulhawk responds:

Go to the very end of the room. Go up, and click e. It should let you leave.

This game is a testament that very simple concepts could turn into very interesting gameplay experiences. I really enjoy that. Well done.

PeterMX responds:

Whoa thank you for the compliment! When making this I focused on making the enemies and items work in a way that I could combine them in different ways to make fun levels fast. It took a lot of work but I'm glad it worked out.

Very cool game, I think is a bit too slow for me, this could make some players bored. Maybe if you add one or two mechanics and a rank system it could turn in a good casual/hyper casual mobile game.

xXJOKRXx responds:

As I wrote in the description, the game starts slow and gets faster every 10 points, however I may adjust the speed later to make it more appealing to different players.

As for your second point, Could you please elaborate? I'm not exactly sure that I understand you.

I'd love to hear any ideas you may have, thanks for the feedback.

Why can't I kill the enemy? Being a game clearly inspired by Slither.io I believe that all players will try to do this and be disappointed when they find out it's not possible. If the goal is just collecting coins, the passing of the game is too slow for just this goal. Maybe it would be more fun if the game was faster and more challenging. I think that if you speed up the movement of the whole game could help. I really like the graphics.

YeuryNuez responds:

Hola, la idea del juego es escapar del enemigo,ser más habilidoso para alcanzar el mayor Ranking Posible. Hay un botón de acelerar.

You should work on the controls, give the player some feedback, maybe make the jump less floaty, and it's now very difficult to distinguish the background, platforms and characters. If this was your first game, it's OK. But look at these problems, there's a lot of information about it in youtube (gamefeel, game design, player feedback and stuff) and in game design books, they will help improve your upcoming games. Good luck.

FirePatate responds:

Indeed this was my first game. Thanks for your advice.

I think this is the simplest way to implement procedural level generation and I like it, the simpler the better honestly. I think there is just a lack of juiciness, the player needs more feedback, animations, particles, etc. And regarding game design, the player needs some restriction, some obstacle, it could be time limit, limited number of moves, enemies, or anything, but it needs at least one obstacle element. I think it's a good prototype. Not a game yet.
By the way, there is a bug that the green cube appears behind blue ones, meaning it is impossible to reach. And the game simply has no end, so the scoreboard will always be empty.

Chuckykillr responds:

Thank you for the feedback, It means a lot to me. I have taken a liking to your suggestion on the limited number of moves, and I have been working on a way to make the levels more interesting and harder with secret features that will be found in the next update of the game.
Finally, I have encountered the bug and am fixing, as regards to the game having no end I am planning on adding one.

Trying to became a game dev

Age 34, Male

Brazil

Joined on 7/18/19

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