daisy
2017-05-02 20:00
I'm digging the creepy overtones of the ever-watching giant heads :P
I feel that perhaps the ball could have done with a light or shadow underneath it; it wasn't always easy to tell how high up it was. Conversely the player head was great, really communicated well what direction it was facing and going in.
Solidly made little game though! I enjoyed playing it. :)
jlewis
2017-05-02 20:07
The spotlight in front of the player was a good choice. I could see which way my player was facing at a glance.
The heads are nicely made assets, they do add to the mood of the game. Though I would of liked them to factor into gameplay in some fashion. Especially since they're take up so much of the space.
The ball is nice a big, very easily visible. I never lost sight of it even when it was changing colours. It felt a bit light however. Perhaps increasing the mass (and adding a bit of a thump sound effect when a player hits it or it hits the ground)would go a long way to fix that.
The goal in the middle is a made the small arena always feel risky and kept the match exciting. However, I didn't feel like I had much impact with skill. It felt like a better strategy was to always just crowd the ball as much as possible. Adding two goals may help, so that I can switch from attacking an enemy goal and defending my own. Making the game feel more tactical. As it stands, though, having a goal in the middle is a great way to keep a small circular arena interesting. Especially with wrap-around.
Well done! Great multiplayer game made in only a weekend.
cremmy
2017-05-03 09:12
When playing with matchmaker the ball felt really laggy, but maybe expecting lag compensation in game made in few days is too much. Due to lags I can't say anything else about gameplay, especially when my opponent was standing still in one place. I guess he couldn't stand stares of arbiters. Game is colorful and looks nice, but that's to be expected from Unity.