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Minimum Viable Product

If your not a game developer, what Minimum Viable Product mean is that this game feels like a demo to show off some core gameplay mechanics. It doesn't have that much content but it definitely has potential! In fact, the downloaded version has "0_0_01" in the name, so I guess this is the first alpha build. If it is a demo, I wish that such a detail would be cleared up by mentioning it in the description. Only three rooms and three enemies (unless I am an idiot who got stuck), and some test crates to climb, so not much to do but it has the core mechanics at least.

So it's not a full-fledged game with a fair amount of content, so it lost a star, but it is more refined than a tech demo. With real art and animation, working base game mechanics, Sound it at least gets credited with some stars. I give it 4/5 loosing a star as it was not very fulfilling to play after finding it end so soon, with its mechanics underutilized. Some changes may be needed to the game and mechanics. Now as a past game maker and academic of the philosophy this is what I can say. I like how it at least works, and works on my weaker laptop as well without issue, so it doesn't demand too much, however, it feels rather bland. Looks like they are trying to set a scene with (rather basic, simplistic) background and the (more detailed) characters (trolls and what looks like an easter themed or anime protagonist). I think three ideas could be adapted to help make this a complete and more enjoyable game, given its current potential.

Idea one: to help with the art, level design, and lighten the workload of the artist, instead of painting a background for each room, which looks like it is going to take a lot of work to do; It might be easier to move the characters to be inside of a hallway, either a laboratory, inside of shine/cave. This way you can make images for things such as support beams, steam vents, grates, trees, locked doors, posters on walls, and you could tile them to make one long hallway that looks unique depending on how you mixed up the art components.

Idea two: I think this game would be much better if it was at a faster pace. Now, what I mean by giving it a faster pace, I don't mean making it more challenging, or require greater skill to play, but rather, it will change the feel of the game (and considering that the animation does not yet have that many frames, this will help smooth it out).

Idea Three: Idea two leads to idea three, and that is to change the mechanic. You walk, stop, aim, shoot, nothing really challenging involved to make it fun. what if, with a faster-paced game, you keep running and as enemies come into view you hit an aim key, instead of stopping to aim, you keep running, and your vision shrinks into a narrow and small beam. The idea is the longer you hold down the aim key, the more steady your shot is, and if you wait too long you run into the enemy, but if you shoot too soon you could miss. Not to slow the pace down you have to kick the enemy out of your way. kicking the enemy won't slow you down (because if you can pace everything to the music, if there is music, it could be an addictive game) you could loose some clothes or you could lose energy and that may lead to a game over. Lastly, was the crates that you could push or climb. this could lead to slower puzzle sections like in older games, and this could balance out the faster part of the game with this as cool down section.

That's my thought to help. I would like to get back into making my own art and make my own game but not enough time nowadays. If anyone wants to do a colab, that sounds cool, I can work on art, music, code, etc.

TeamObsceneFormulas responds:

I will taking note of this. Thank you for sharing your knowledge.

I am a "got to do it yourself if you want it done right" type of guy. So I work on making everything, art, music, game, electronics, and more! I hope to be able to make a few games while I am here. Adult-focused? Well, I hope you like what I make!

Age 29, Male

Full-time Student

Earth

Joined on 8/30/16

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