Victory by refrag 2011-08-24T00:09:00
This game seemed more tedious then fun. The levels were quite simple and easily solved.
As for game mechanics, the super jump seems seemed forced. The puzzles with it seemed like it was using it as a way of making the game seem fresh as opposed adding a new mechanic you had to grasp in order to solve the current level.
The motion effect of jiggling side to side for the jump seems like it is suppose to make it feel like to are moving fast by simulating the motion of going that fast, a vertical jiggling might add some more immersion to it and capture that feeling better.
The graphics were well polished and the style was attractive.
Something about the voice saying "layer number number" it sound shockingly similar to the title card voice in "Serial Experiment Lain". It does feel like it is good fit for mood, but also sounds like it might be ripped.
All in all that was a well made game.
LD24 — Evolution (1)
Cubevo by NostraDamon 2012-08-28T02:10:00
Seemed interesting. I got the door unlocked was trying to find the key when I ran out of EvoGems, Movement being too slow, and navigating around trees being too tedious will prevent me from making a second attempt. A big open world is fun if the possibilities are limitless, but when there is a set path you must follow it would be better to break it into smaller chunks which would allow for a save point system instead of having to start from scratch. This being an integral part of your game design there is nothing you can do about this now besides improving the feel of the movement and navigation.
The player can infer rules from your game, for instance not wasting Evo on 1 blocks, but the game itself breaks the inferred rule and could be seen as jarring to the player and lead to giving up on a confusing goal. Something you might not have realized.
Graphics are quite generic with the style you have done. The over contrasted game world with bright colours on black is definitely headache inducing. Combine this with not enough contract when needed... For most of the game the screen is either mostly white or black, plain white is not a good choice for your primary HUD elements. Might I suggest another color, or white with a black border so it is still readable when staring into a white block.
Music is the strongest element in this game, really capturing the evolution you appear to be going for.
Mechanically there is a perceived flaw, for instance the spawn '2' blocks on the edge of the map instantly throw one of the four EvoGems off the edge of the world, not sure if these lost EvoGems were accounted for in your level design?
EvoGems being trapped places is another problem, it seems like your game is not one of dexterity but one of logic making people deal with the world just to get coins that you already know exists is not fun, but tedium in this world. I suggest adding/increasing the pick-up radius, This way the player does not need to navigate trough the trees as much and will get a better sense of accomplishment by hearing the 4 bloops when the tree forms. instead of hearing a bloop and looking to see how they are going to get the other coins.
Apologies for being critical. I believe everyone here did an amazing job this past weekend and that we all have done something to be proud of, but I also feel people tend to give more compliments because of this. I am merely giving my honest feedback with suggestions for an improved experience. Cannot wait for version two or your next game.