Evaluation...
1 - Mechanics and Learning: Shooting, hitting and defeating enemies based on start without ammo was an interesting choice. The control can be polished, the character turns more than I would like (to shoot better). I also suggest expanding beyond analog joystick movement control. Selecting buttons to use is interesting, however not every time you play (it would be interesting to have a menu for that). Different types of ammunition is very interesting and flashy (a strong point); I suggest adding different sounds when collecting different shots, and polishing the icons. The game teaches the player how to play well (few buttons, choice of buttons).
2 - Flow: In a few game sessions, I learned to play. I think the flow is cool, just leaves it to be desired when starting a new game delay (return to the menu, reselect buttons).
3 - Narrative and Polishing: I didn't miss narrative because the game is arcade and for LD45 time it was good. It may be interesting to build a narrative to reach the audience (if the idea is to expand, continue and sell the game). Graphic polishing can be interesting (improving the visual feedback of the collectibles). The background seems very blurry to me (it may be something personal, or something to be rethought). The sound polishing can be interesting too, it was good for LD45 time. Maybe with smoother transitions between the menu and the game loop, and some polishing on the SFXs.
4 - Culture: The mechanics used were well implemented (future, fiction, ships, shooting). This market is relatively saturated, so it might be better to develop the narrative and find the niche (if creating a Facebook page invites me). The/
5 - Monetization: After polishing and better cultural development, one could find the niche and learn more about how games are sold. I think it can sell well on smartphones (especially if there is some kind of narrative climbing or gameplay; or even achievements).
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Avaliação...
1 - Mecânicas e Aprendizado: Disparar, atingir e derrotar inimigos com base em início sem munição foi uma escolha interessante. O controle pode ser polido, o personagem vira mais do que eu gostaria (para atirar melhor). Sugiro também expandir para além do analógico o controle da movimentação no joystick. Selecioanr botões a serem usados é interessante, entretanto não toda vez que for jogar (seria interessante ter menu para isso). Diferentes tipos de munição é algo muito interessante e chamativo (um ponto forte); sugiro adicionar sons diferentes ao coletar tiros diferentes, e polir os íciones. O jogo ensina bem o jogador a jogar (poucos botões, possibilidade de escolha dos botões).
2 - Flow: Em poucas sessões de jogo, eu aprendi a jogar. Creio que o flow esteja bacana, apenas deixa a desejar quando iniciar nova partida demora (retornar ao menu, resselecionar botões).
3 - Narrativa e Polimento: Não senti falta de narrativa por conta do jogo ser arcade e para tempo de LD45 ficou bom assim. Pode ser interessante construir uma narrativa para alcançar o público (caso a ideia seja expandir, continuar e vender o jogo). O polimento gráfico pode ser interessante (melhorar o feedback visual dos coletáveis). O fundo parece muito embaçado para mim (pode ser algo pessoal, ou algo a ser repensado). O polimento sonoro pode ser interessante também, ficou bom para tempo de LD45. Quem sabe com transições mais suaves entre o menu e o game loop, e alguns polimentos nos SFXs.
4 - Cultura: As mecânicas usadas foram bem implementadas (futuro, ficção, naves, tiro). Esse mercado está relativamente saturado, então pode ser melhor desenvolver a narrativa e encontrar o nicho (se criar página no Facebook me convida). o/
5 - Monetização: Após o polimento e melhor desenvolvimento a nível cultural, poder-se-ia encontrar o nicho e aprender mais sobre como jogos assim são vendidos. Eu creio que possa vender bem em smartphones (especialmente se houver algum tipo de escalada narrativa ou de jogabilidade; ou até mesmo achievements).
brusi
2019-10-10 20:09
Great concept, very fun to play! You start with nothing, and you need to keep collecting ammo in order to survive!
Effects were beautiful and the variety of weapons was impressive!
Controls were a little rough. Enemies moved very fast, and the ship had to "rotate" to its direction, which made it hard to manipulate, and even harder to aim. With some weapons it was OK because it made area damage, but it would be also nice to be able to be able to improve in the skill of aiming.
I think the concept would work better with slower, heavier enemies, with a lot of HP. This way you would feel how stronger weapons gives you the benefit of eliminating the "strong" enemies fast, and the weaker or area-damage weapons would let you deal with swarms of small enemies. In other words, the variety of enemies should match (and justify) the variety of weapons. In fact, all enemies were small, fast ones.
These mechanics have a lot of potential given the right pacing and learning curve. Good luck!