Viability: The game is playable from start to end, with mechanics that go well above the demos in class. I am particularly fond of the use of dialogue balloons to create a story and teach players. On the other hand, the level design is rather linear, limiting the player's ability to explore and express themselves. This could also be improved if you made the character sprite (and collider) at least half the size.
Presentation: The art is charming and the music helps a lot, but the background assets need a bit of refinement. Using photo textures works, but is worth setting them up so that they do not show stretch. It is also better to plan the color scheme ahead than relaying too much on color overlays in the sprite renderer. The UI textface and final reveal of the zombie girlfriend were highlights for sure!
Theme: It is a straightforward action game with a spooky setting that is very close to be fully realized. The next step is to add some visual and narrative elements that make the world more interesting and increase the mood (funny or scary, either way).
Engagement: A bit on the frustrating side due to narrow solutions, but having multiple levels to "learn the trick" helps. It has potential to be super fun, provided some tweaks are made. Keep it up!
I really like the mechanics of this game. The way you need to collect should o be able to use them as a projectile is a really cool addition. I got stuck at the spinning platforms on level 3 (?) but I really like the platforming mechanics. The art is also really nice and works well within the story
Viability- The shooting mechanic is neat, I think its cool picking up souls to shoot them. I feel like the jump is a bit under powered, it gets a little frustrating getting caught up on all the platforms (specifically the spinning ones). Is there an ending? I got to the last platform after the the spinning platforms and there didn't seem to be anywhere else to go.
Presentation- The font choices are strong and fit the aesthetic. Character design also works well. The platforms are a bit hard to read. I think a spookier background would be nice.
Theme- is pretty neat, I like jumping around a graveyard grabbing souls and shooting them.
Engagement- The aesthetic and story had me engaged, but the platforming was a bit too difficult for me to keep trying to get further.
The game over all is a cool concept, the art work is really beautify and creative. The jumping mechanism is sensitive for certain areas and its hard to double jump, the sliding is a little too high also. but other than that the small area I play was fun. I couldn't jump right so it was hard for me to get far. Also I couldn't get it to come up on my laptop so had to play it on a classmates laptop.
I enjoyed the art direction, cool sprite designs! Some of the collisions feel a bit odd, especially with the slanted platforms and walls. Especially with the rotating platforms. The soul mechanic was fun, I liked that you have to collect the projectiles before firing them. Overall, good job!
I love from the get go we know what we're suppose to do for the story. The game itself is rather hard but enjoyable! At times I was mad that I'd fall but the end was worth it! I love the spinning/jumping platforms, as well as the shooting mechanic, and the character designs were so cute.
I like the projectiles, it's a fun mechanic. The theme is also very clear from the characters outfit and the headstones. It works well! I do get stuck at the 3 spinning platforms. If I fall through I have to fall and start over. Otherwise, the game is fun! Great job
I really enjoy the aesthetics of this game, particularly the typography and asset designs. You immediately are given an idea of the character's mission through dialogue, and the shooting mechanic looks great and is fun to play with. I like the progression of the platform's difficulty, though I will say the twirling platforms near the end of the level can cause a player to get stuck in a way that doesn't seem intentional. Such as if you end up on the right side of them, it seemed like the only way to get past was to restart the level, but that was just my experience playing through. Great work!
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Viability: The game is playable from start to end, with mechanics that go well above the demos in class. I am particularly fond of the use of dialogue balloons to create a story and teach players. On the other hand, the level design is rather linear, limiting the player's ability to explore and express themselves. This could also be improved if you made the character sprite (and collider) at least half the size.
Presentation: The art is charming and the music helps a lot, but the background assets need a bit of refinement. Using photo textures works, but is worth setting them up so that they do not show stretch. It is also better to plan the color scheme ahead than relaying too much on color overlays in the sprite renderer. The UI textface and final reveal of the zombie girlfriend were highlights for sure!
Theme: It is a straightforward action game with a spooky setting that is very close to be fully realized. The next step is to add some visual and narrative elements that make the world more interesting and increase the mood (funny or scary, either way).
Engagement: A bit on the frustrating side due to narrow solutions, but having multiple levels to "learn the trick" helps. It has potential to be super fun, provided some tweaks are made. Keep it up!
I really like the mechanics of this game. The way you need to collect should o be able to use them as a projectile is a really cool addition. I got stuck at the spinning platforms on level 3 (?) but I really like the platforming mechanics. The art is also really nice and works well within the story
Viability- The shooting mechanic is neat, I think its cool picking up souls to shoot them. I feel like the jump is a bit under powered, it gets a little frustrating getting caught up on all the platforms (specifically the spinning ones). Is there an ending? I got to the last platform after the the spinning platforms and there didn't seem to be anywhere else to go.
Presentation- The font choices are strong and fit the aesthetic. Character design also works well. The platforms are a bit hard to read. I think a spookier background would be nice.
Theme- is pretty neat, I like jumping around a graveyard grabbing souls and shooting them.
Engagement- The aesthetic and story had me engaged, but the platforming was a bit too difficult for me to keep trying to get further.
The game over all is a cool concept, the art work is really beautify and creative. The jumping mechanism is sensitive for certain areas and its hard to double jump, the sliding is a little too high also. but other than that the small area I play was fun. I couldn't jump right so it was hard for me to get far. Also I couldn't get it to come up on my laptop so had to play it on a classmates laptop.
I enjoyed the art direction, cool sprite designs! Some of the collisions feel a bit odd, especially with the slanted platforms and walls. Especially with the rotating platforms. The soul mechanic was fun, I liked that you have to collect the projectiles before firing them. Overall, good job!
I love from the get go we know what we're suppose to do for the story. The game itself is rather hard but enjoyable! At times I was mad that I'd fall but the end was worth it! I love the spinning/jumping platforms, as well as the shooting mechanic, and the character designs were so cute.
I like the projectiles, it's a fun mechanic. The theme is also very clear from the characters outfit and the headstones. It works well! I do get stuck at the 3 spinning platforms. If I fall through I have to fall and start over. Otherwise, the game is fun! Great job
I really enjoy the aesthetics of this game, particularly the typography and asset designs. You immediately are given an idea of the character's mission through dialogue, and the shooting mechanic looks great and is fun to play with. I like the progression of the platform's difficulty, though I will say the twirling platforms near the end of the level can cause a player to get stuck in a way that doesn't seem intentional. Such as if you end up on the right side of them, it seemed like the only way to get past was to restart the level, but that was just my experience playing through. Great work!