A game created by Emma (PsychicKitty) and Noelle (Noellegamin).

You are exploring a chapel to defeat the cursed plant creature that dwells underneath it!

Controls: WAD to move, arrow keys to shoot.

Comments

Log in with itch.io to leave a comment.

Viability: The game is playable! I'm able to move my player around and shoot easily.

Presentation: A bit confused on the goal at first but I got the hang of it eventually. I think the friction on the platforms needs to be just a touch more. While I like the challenge it can make the gameplay a bit annoying. 

Theme: Simple theme. I think once you collect the coin it should be a different color in the UI below because if the player is surrounded by white it disappears.

Engagement: Fun platformer, I could see this expanding a lot very easily. Like mentioned in the Presentation- some tweaks to the friction or maybe that changes as you go through levels to increase difficulty? However, having it so slide-y in the beginning makes it kind of hard to get your footing.  

viability: its viable! i found myself a little bit confused just because the controls were only available externally, and i didn't realize i could shoot stuff my first time playing (unity pulls me into a new tab without a description) so having instructions in the game would be good. props for having a menu! i think even putting the controls there would be great.

presentation: i think that having the controls in the game will definately help. a lot of the game feels very intuitive though so it helps a lot!

engagement: i was engaged, but i found myself frustrated specifically by the jumping physics because the jump felt so big.... i feel like with platformers jumps feeling a bit small is better than them feeling too big because at some points i was struggling to jump onto a pretty long platform because i would just go sailing over it...which was pretty frustrating ^^;  but otherwise i had fun!

theme: i'm really curious what the art will look like since i think that will add a lot to the game!

Viability:

• Game is playable from beginning to end! I wish it more clear, maybe just with some text describing the controls, and also to indicate that you've reached the end of what the game has to offer. All the elements are standard and work together, so it's easy to pick up!

Presentation:

• Outside of the game, the rules are understandable because you've said so separately. Inside the game, not quite. The elements are well-made, movement is easy and feels natural, albeit maybe a little too floaty, but I know that's the nature of the engine we're using!

Engagement:

• Having the theme (see below) will definitely help with engagement. I think the level design is successful, not too long, and the overall layout has good flow to it! Experimenting with scale (specifically making things bigger/giving more space) would be interesting.

Theme:

• Once again, outside of the game, the projected aesthetic is clear. Inside, not really. The experience would be enhanced greatly with some art, a defining aesthetic is necessary I think. In terms of theme, that doesn't really seem like it matters with the premise, which is fine but also depends on what your intention is.

Viability: Can confirm its playable from start to end! I beat the boss!

Presentation: The rules and controls are undertandable but I think adding them to your start screen would be ideal in the final build. 

Theme: The description of the game helps me undertand what you're going for as well as the general layout of a platformer, but I would love to see art to go along with this concept. It may also allow others not as familiar as game dev to understand what you're going for. The current build did fuel my imagination though, if you are low on time perhaps you could see how abstract you could make it without details...? because I understood the idea with just shapes. I do hope you get to add art tailored to the style you're going for though. Your concept gives you fun options! 

Engagement: As mentioned earlier, the game did capture my imagination! I think with art it will be even more exciting! I did enjoy playing, although the default playground parkour physics do feel a bit too slide-y and sensitive to me. Perhaps adjusting the movement to be a bit less sensitive would be a good idea if possible?

As for the boss, it suprised me at first (in a good way). I wasn't expecting a bullet hell level! I quickly got used to their attacks and timing. I think this happens quite a bit for bosses in games in general but I think diverse attacks and catching the player off-guard would make it more exciting! I actually think the bullets should have multiple randomized attacks if possible, one can be the staggered pattern and then maybe the boss fires them all at the same time as a suprise attack?

I do wonder... What happens when you die to the boss? Where do you restart? I wouldn't be too harsh with that personally. I'd have the player restart on the boss level if they die. I'd also possibly consider health pickups in the boss arena if you choose to adjust boss difficulty. 

Overall one fun, complete level or two with a story! Would love to see where this goes! -Luke