- Object color contrast. Every special object in your game should have a contrast with the background. In the first level you have a wall that you have to roll under to get past, but it blends well with the background and took 3-5 min for me to figure out.
-Different Enemy abilities mean different enemies. You have a reddish orange skull in the second level that flies towards the player. You can kill it or block it with a sword. The problem is that there is an enemy that has the same description and is only bigger with the ability to flicker on and off. I spent 10 min throwing daggers and trying to block because I thought it was a bigger version of the same enemy. If you have an enemy with a different ability then it should look completely different, so the player knows to treat that enemy differently.
-'k' should be able to skip dialogue. If the player presses 'k' then it should reveal the full statement. Then if they press 'k' again it should go to the next statement. this ability did not work while the game was writing the statement.
nice things:
- Checkpoint system. depending on how long your levels are, you may want to add checkpoints, so the player doesn't have to play the level over again. This isn't necessary and could give your game a more 'Dark Souls' like feel.
- Boss health bar. It's nice to know how much health a boss has before it dies. it should follow the boss or be displayed on the bottom of the screen.
overall:
Keep up the good work soldier. I see a lot of potential in your game. It's very fun to play and satisfying when you figure out how the enemies work.
hi, im using unity for the game development. The intro is a different scene from the main menu, when the scene is loaded the animation starts, there are only images with animation, what do you need??
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Good game
Priority:
- Object color contrast. Every special object in your game should have a contrast with the background. In the first level you have a wall that you have to roll under to get past, but it blends well with the background and took 3-5 min for me to figure out.
-Different Enemy abilities mean different enemies. You have a reddish orange skull in the second level that flies towards the player. You can kill it or block it with a sword. The problem is that there is an enemy that has the same description and is only bigger with the ability to flicker on and off. I spent 10 min throwing daggers and trying to block because I thought it was a bigger version of the same enemy. If you have an enemy with a different ability then it should look completely different, so the player knows to treat that enemy differently.
-'k' should be able to skip dialogue. If the player presses 'k' then it should reveal the full statement. Then if they press 'k' again it should go to the next statement. this ability did not work while the game was writing the statement.
nice things:
- Checkpoint system. depending on how long your levels are, you may want to add checkpoints, so the player doesn't have to play the level over again. This isn't necessary and could give your game a more 'Dark Souls' like feel.
- Boss health bar. It's nice to know how much health a boss has before it dies. it should follow the boss or be displayed on the bottom of the screen.
overall:
Keep up the good work soldier. I see a lot of potential in your game. It's very fun to play and satisfying when you figure out how the enemies work.
Says my browser doesn't have "WebGL 2.0"
hi, im using unity for the game development. The intro is a different scene from the main menu, when the scene is loaded the animation starts, there are only images with animation, what do you need??
Nice!
Thanks!