Jump to content

  • Log In with Google      Sign In   
  • Create Account

Pixel → Tile → World



Review of "Rob, The Dumb Ass Robber" by XXChester

Posted by , in Community Challenge Reviews 19 May 2011 - - - - - - · 752 views
review
How the scoring works: I score 0 to 5 points on each topic. Each point is equivalent to 0.5 points on the overall scoring. So each topic can contribute a total of 2.5 points to the overall score of 0 - 10.

A 0 in the field means it's not present at all. A 1 means it is present, but very badly done. A 5 means I can't think of a way to make it much better, it's good enough as is.

0 = Not present at all.
1 = Present, but very badly done
2 = Good attempt, but didn't work too well.
3 = Nothing to talk about, either good or bad.
4 = Really good, but a few flaws in execution.
5 = Excellent, there isn't many ways it could be improved.

Note: This is a harsh scoring mechanism, because I'm doing it as a fellow developer to give critical feedback to help us all improve our craft, and not just say 'It was good' without explaining *why* it is good. Anything 6 or above is quite good!


 

"Rob, The Dumb Ass Robber"

 

"First Time User Experience" - How easy it is for the player to get rolling with your game. Covers installation and communication with the player on how to play the game.

There was a good introduction screen/main menu and the controls were easy to understand.

Escape actually returns to the main menu. Nice job!

I like how if you wait for a moment on the main menu, the Rob will make an additional voice-over comment.
The setup process for the game was somewhat confusing, I wasn't sure why there was Robber.application as well as setup.exe and which I was supposed to use.

It's wierd that when you win a level, the only option is to restart that level, and not to return to the main menu. If you beat a level and want to play the next level, you have to choose to replay the same level, hit escape (which brings you to the losing screen), and then return to the main menu.
'First Time User Experience' score: 4
Everything functioned properly and as expected while having a clean and easy to understand interface.
I can't think of how to improve the interface, except for a few small snags.

 
"Graphics & Audio" - Pretty straight forward, do the visuals and sound contribute to or detract from the game?

The graphics of the police and the player, and the loot were all good. It would be nice if the background tiles had more atttention paid to them.

The voiceovers were good, and the sound effects were decent. The player movement sound was very annoying though.
There was no music, but in this case, it's better that way.

'Graphics and Audio' score: 3.5
Graphics get a 3: The levels themselves didn't look good, but the entities in the levels did.
Audio gets a 4: Good voice overs and sounds, but some of the sounds could have been better.
So the 'Graphics and Audio' combined field gets a '4'.

 
"Theme" - How integral is the contest's theme with the game?

I definitely get the theme 'Can't touch this', about the guards trying to chase the robber, but it could have been explored more either through plot or gameplay (for example, he could've been a wanted criminal who they have been trying to catch for awhile, instead of him just breaking in and the guards chasing him merely because he's a thief).
"Theme" score: 4

 
"Fun Factor" - Is it an enjoyable gaming experience?

The voiceovers were entertaining, and the gameplay was fun and exciting with a nice background plot that really helped get into the mood of the game.


There was some slight collision issues with doorways - you have to line up carefully, or you'll get snagged.


Level 2 and Level 3 were the exact same level, with the exact same guard patrol patterns, and the only difference was that the exit location was changed and the level colors were different. It would have been nicer if Level 3 was an entirely different level, preferably with the treasure being in multiple rooms and not all accumulated in one vault but in two or three smaller vaults.

"Fun Factor" score: 4
The game was undoubtedly fun, and would be even funner if there was more levels to play, and more challenge and danger.

 
Total scoring: 7.75

Incredible job, XXChester. Toss in another week's worth of work and it'd be even better. Even as it stands, it is fun to play but needs way more content and challenge.

Posted Image


Review of ryan20fun's (unnamed) game.

Posted by , in Community Challenge Reviews 18 May 2011 - - - - - - · 475 views
review
How the scoring works: I score 0 to 5 points on each topic. Each point is equivalent to 0.5 points on the overall scoring. So each topic can contribute a total of 2.5 points to the overall score of 0 - 10.

A 0 in the field means it's not present at all. A 1 means it is present, but very badly done. A 5 means I can't think of a way to make it much better, it's good enough as is.

0 = Not present at all.
1 = Present, but very badly done
2 = Good attempt, but didn't work too well.
3 = Nothing to talk about, either good or bad.
4 = Really good, but a few flaws in execution.
5 = Excellent, there isn't many ways it could be improved.

Note: This is a harsh scoring mechanism, beause I'm doing it as a fellow developer to give critical feedback to help us all improve our craft, and not just say 'It was good' without explaining *why* it is good. Anything 6 or above is quite good!

 
Unnamed game

 
"First Time User Experience" - How easy it is for the player to get rolling with your game. Covers installation and communication with the player on how to play the game.

I enjoyed the startup and shutdown audio messages.

I dislike how escape exits the program instead of returning to the menu. I can't return to the menu, except by exitting the game. Each time I exit the game, I have to wait 5 seconds while the exitting voice-over plays, and then I have to wait 5 more seconds when I restart the game so the intro text can play. It's funny once or twice, but not every time I wish to return to the menu.

The menus were rather empty and bland, and in the help menu the text was laid out poorly, so you had to read it at least twice before you understood what it said. The text also had alot of graphical artifacts that made it look visually ugly.
The instruction menu was alot better.

The 'unstable containers' didn't look like containers, bringing confusion to what the intructions were trying to tell me to do, though.
'First Time User Experience' score: 3
The instructions were clear, but the graphics didn't line up with the instructions, creating confusion. The help menu text wasn't intuitive.

 
"Graphics & Audio" - Pretty straight forward, do the visuals and sound contribute to or detract from the game?

The graphics didn't help visually explain what was going on. As mentioned already, the 'unstable containers' I was supposed to be avoiding didn't look like containers.

The graphics of the charactor I'm controlling doesn't visually look like anything, and thus doesn't help explain (plot-wise) what's going on. Am I a satelite?

It would have been nice if there was a background to the levels (and the menus).

There was no sound effects, and there was no background music.
The only audio was the humerous start-up and shut-down of the game.

'Graphics and Audio' score: 1.5
Graphics get a '2': Fails to contribute to the game.
Audio gets a '1': No real audio or musical contribution to the gameplay part of the game.
So the 'Graphics and Audio' combined field gets a '1.5'.


 
"Theme" - How integral is the contest's theme with the game?

There was nothing related to the theme - unless you can't not touching explosions.
The only mention of anything related to the theme in all of the game, including the instructions, was the titlebar of the game window.


"Theme" score: 0

 
"Fun Factor" - Is it an enjoyable gaming experience?

The game is enjoyable, but there isn't much to do. You avoid the explosions, collect the circles, and then you go to the next level where the circles reappear, and the number of explosions increase... but other than that, there isn't much to do.
Sometimes the explosions come so frequently, that you can't help but die... however, since each circle gives you an additional life, you have so many lives it doesn't matter anyway.

When I hit level 10, a bug occured where I continously won and moved on to the next level, and then the next level, and the next level, because no circles were respawning. When I 'won' like that 40 times, at level 50, the explosions disapeared, and the text turned into black blocks, and then after another minute or so, the game crashed.

"Fun Factor" score: 2
There was a lack of things to do, and the existing gameplay wasn't that fun.

 
Total scoring: 3.25

Due to the short contest time, the game is very incomplete. The plot (skynet trying to activate itself and the player trying to stop it) could make a fun game;


Posted Image


Wrapping up the contest

Posted by , in Community Challenge, Community Challenge Reviews 18 May 2011 - - - - - - · 578 views
development, game, pictures and 3 more...
I did reviews of every single submission, barring a few that wont run or that I couldn't download. You can read them all here.

All in all, my favorite entries are (in order of best ones first):
First place: Bubble Time (by j0mich01)
Second place: Ewe Can't Touch This (by CamJackson)
Third place: MC Hammer Toss (My own entry)

Tunnel Jumper by kiwibonga deserves a mention as well.

Note: These are not the actual order of victors, only my own order of preference.
In fact, at the time of writing this entry (which I will delay the posting of, by 16 hours) I don't even know who won the contest. Only one of the four judges actually posted their reviews so far. Posted Image

 
Download and play MC Hammer Toss

 

Overall, I enjoyed the contest, despite it taking place on the worst possible weekend for me. I had alot of fun, especially since I was competing with some very amusing and friendly gentlemen who put up a good fight, but are also very good sports as well.

Also, zer0wolf deserves some thanks for organizing the contest, and the other judges (Wan, swiftcoder, MajorTom) for helping review and judge the games. Posted Image
The contest gave me a refreshing (but enjoyably stressful) break from my current project, AdventureFar, which I had been working on for 8 months or more, and probably have another 5 months to go on that project. Seeing that my 'time management' skills leveled up during the contest (it's now level 2!), hopefully I can apply it to AdventureFar once I resume that (though I intend to take the rest of this week off... I'm tired!).

It also gave me the motivational boost of having completed a finished project. That will hopefully last me the next couple of weeks. Furthermore, I stayed up the final night of the contest, coding straight through the night, and programmed a literal 24 hours straight (from noon on Sunday to noon on Monday, when the contest ended), which is a rite of passage for programmers, and one I can't remember having ever done that before (but I might have). Ah, us romanticist coders types. Posted Image

I think I spammed the GDNet Journals enough during the past 5 days. I posted 17 articles while the contest was going on, and an additional 8 articles reviewing games. I sincerely apologize to everyone's journal posts that I buried during the deluge of the my contest posts! Posted Image Seeing that my next journal post will be at least two weeks from now and I'll be back on my consistent posting schedule of 'few and far between', you don't have to worry that this journaling pace is permanent.

Now excuse me, I need to go play some more Bubble Time. This game is clearly the best of all the entries, by a decent margin. Posted Image

So, uh, so long and thanks for all the fish bubbles hammers enjoyable contest entries!


Review of "Airplane" by Muzz5

Posted by , in Community Challenge Reviews 18 May 2011 - - - - - - · 397 views
review
I don't want to do a more extensive review of this game, since it's clearly in a very incomplete state. I'll just hit some bullet point comments.
  • No real goal other than 'survive'.
  • The ship looks kinda cool, but it's disapointing that the level has no boundries and just ends.
  • Despite the menu screen promising music, there wasn't any.
  • The only noise I heard was the plane speeding up. No crash noise or anything.
  • The collision was delayed - I'd crash, and continue going and then half a second later respawn at the starting point.
  • Also, the draw distance was too short, so when flying suddenly out of nowhere a hill will spring up in front of me.
  • I enjoyed the instructions being in 2D layered in 3D. Nicely done.
  • Nice job taking the risk of making a 3D game; it's unfortunate it didn't work out well.



Review of "Superstar" - by slayemin

Posted by , in Community Challenge Reviews 18 May 2011 - - - - - - · 488 views
review
How the scoring works: I score 0 to 5 points on each topic. Each point is equivalent to 0.5 points on the overall scoring. So each topic can contribute a total of 2.5 points to the overall score of 0 - 10.
A 0 in the field means it's not present at all. A 1 means it is present, but very badly done. A 5 means I can't think of a way to make it much better, it's good enough as is.
0 = Not present at all.
1 = Present, but very badly done
2 = Good attempt, but didn't work too well.
3 = Nothing to talk about, either good or bad.
4 = Really good, but a few flaws in execution.
5 = Excellent, there isn't many ways it could be improved.

Note: This is a harsh scoring mechanism, beause I'm doing it as a fellow developer to give critical feedback to help us all improve our craft, and not just say 'It was good' without explaining *why* it is good. Anything 6 or above is quite good!

 
"Superstar"

 
"First Time User Experience" - How easy it is for the player to get rolling with your game. Covers installation and communication with the player on how to play the game.

The original screen's instructions were clear and straight forward.
I had some confusion with 'Dancing' and 'Sprinting'... They both seem to do the same thing at first, but I eventually figured it out. Part of the problem is both of them use stamina, and both of them propel you forward and then make your avatar shake a little.

Winning the game does not return you to the original screen.


'First Time User Experience' score: 4

 
"Graphics & Audio" - Pretty straight forward, do the visuals and sound contribute to or detract from the game?

The main menu graphics had much to be desired. The graphics of the whole game could've used alot of work.
The graphics were very simplistic, but not in a good way. Posted Image Sometimes 'simplistic graphics' is a very valid art style (Geometry Wars, Minecraft, VVVVVV, or even the competing community challenge 'Bubble Time'), but this wasn't really an art style so much as a lack of art.

There was no music or sound. This is a game about a rock star... it should definitely have music.


'Graphics and Audio' score: 0.5
Graphics get a '1': Fairly bad.
Audio gets a '0': Completely absent.
So the 'Graphics and Audio' combined field gets a '0.5'.

 
"Theme" - How integral is the contest's theme with the game?

The "Can't touch this" theme was definitely present. I don't know that you could've made it much more integrated with the theme, and it pretty blatantly works with it in the most direct and straightforward manner, good job!

"Theme" score: 5

 
"Fun Factor" - Is it an enjoyable gaming experience?

Yes, it was fun for a short bit. It didn't have much longevity though.
The game concept was amusing, however.
I enjoyed how you didn't use angled walls for the first two levels, but waited until the third to introduce them, to break the expectations of what the levels would be like.

The game is very easy to beat once you know how. In fact, I just sat around for awhile collecting 'star power' until I got bored.
It needs alot more content (more levels, different enemies).
It would've been nice if each level started with you on stage strumming a guitar or something, and if the exit was a limo.

"Fun Factor" score: 3

 
Total scoring: 6.25

The game could turn out very fun if you spent a bit of time adding new enemies new level features, and actual graphics and sound.
I'd definitely play it. You, probably more than anyone else, seemed to nail the theme properly. Though you did it in the most obvious way, still it actually fits, and the game has great gameplay potential if explored.


Posted Image

Posted Image


Review of 'Hammertime' by Mussi

Posted by , in Community Challenge Reviews 18 May 2011 - - - - - - · 504 views
review
How the scoring works: I score 0 to 5 points on each topic. Each point is equivalent to 0.5 points on the overall scoring. So each topic can contribute a total of 2.5 points to the overall score of 0 - 10.

A 0 in the field means it's not present at all. A 1 means it is present, but very badly done. A 5 means I can't think of a way to make it much better, it's good enough as is.

0 = Not present at all.
1 = Present, but very badly done
2 = Good attempt, but didn't work too well.
3 = Nothing to talk about, either good or bad.
4 = Really good, but a few flaws in execution.
5 = Excellent, there isn't many ways it could be improved.

Note: This is a harsh scoring mechanism, beause I'm doing it as a fellow developer to give critical feedback to help us all improve our craft, and not just say 'It was good' without explaining *why* it is good. Anything 6 or above is quite good!

 
"Hammertime"

 
"First Time User Experience" - How easy it is for the player to get rolling with your game. Covers installation and communication with the player on how to play the game.

There was no menu, just a readme.txt.
Hitting the boss with the hammer didn't visually show the boss being hurt (same with the boss hitting you), so I had no clue if I was actually even doing any damage or not.

There was no interface to give me either the boss' or my own health, so I couldn't tell whether I was progressing or not.

'First Time User Experience' score: 2
There was a readme, but it on its own was insufficient.

 
"Graphics & Audio" - Pretty straight forward, do the visuals and sound contribute to or detract from the game?

The graphics were nice. Kudos for going 3D! The visuals were good, with the exception of the texture on the walls of the arena, which was stretched out. It was slightly dark and hard to see.
(Note: Using OpenGL for rendering was not working well - the boss and the player's avatar were both entirely black)

There was no music or sound effects.

'Graphics and Audio' score: 2
Graphics get a 4: Texture on walls were smeared, and everything was too dark.Audio gets a 0: None. So the 'Graphics and Audio' combined field gets a '2'.
 "Theme" - How integral is the contest's theme with the game?

Other than the name, I don't see how it relates to either MC Hammer, or 'Can't touch this'.
"Theme" score: 0

 
"Fun Factor" - Is it an enjoyable gaming experience?
It was fun, but I didn't know whether the boss was getting hurt at all or not.
All I did was sidestraf him and click the mouse button repeatedly until spontaneously, I got a "You won. Press c to continue" message.

Continuing the game when you die doesn't reset the boss' or the player's location.
"Fun Factor" score: 2

 
Total scoring: 3

Good try on completing a game in less than 72 hours, Mussi. It was pretty bold trying to make a 3D game, even.
It seems like this could become a good game, if you really had the time to put into it. As it is, even though it doesn't do much, it's easy to see how it could become alot more if time permitted, or if you continue to work on the project post-contest.

Posted Image




Review of "Tunnel Jumper" by kiwibonga

Posted by , in Community Challenge Reviews 18 May 2011 - - - - - - · 553 views
review
How the scoring works: I score 0 to 5 points on each topic. Each point is equivalent to 0.5 points on the overall scoring. So each topic can contribute a total of 2.5 points to the overall score of 0 - 10.

A 0 in the field means it's not present at all. A 1 means it is present, but very badly done. A 5 means I can't think of a way to make it much better, it's good enough as is.

0 = Not present at all.
1 = Present, but very badly done
2 = Good attempt, but didn't work too well.
3 = Nothing to talk about, either good or bad.
4 = Really good, but a few flaws in execution.
5 = Excellent, there isn't many ways it could be improved.

Note: This is a harsh scoring mechanism, beause I'm doing it as a fellow developer to give critical feedback to help us all improve our craft, and not just say 'It was good' without explaining *why* it is good. Anything 6 or above is quite good!

 
"Tunnel Jumper"

 

"First Time User Experience" - How easy it is for the player to get rolling with your game. Covers installation and communication with the player on how to play the game.

The root folder of the game has alot of resources in it. I had to momentarily hunt for the executable.
The game menu being the first level, and having the instructions on it, was pretty cool.
I had no problems learning how to play.

"First Time User Experience" score: 5

 

"Graphics & Audio" - Pretty straight forward, do the visuals and sound contribute to or detract from the game?

The background music was loosely based on the 'cant touch this theme'. (I think?)
Regardless, the music could've been better, but it did what it was meant to: it was enjoyable without being distracting or annoying.
The sound effects were perfect.

The graphics weren't too great - especially the intro level and level 2.
Level 1 and Level 3 were fine though.

"Graphics and Audio" scoring: 3.5
Graphics get a 2: Very well done, with a few minor complaints.
Audio gets a 5: Very good, but mildly irritating.
So the 'Graphics and Audio' combined field gets a '3.5'.

 

"Theme" - How integral is the contest's theme with the game?

It's definitely 'MC Hammer' themed, but not really 'Can't touch this' themed.
The 'Can't touch this' part was an important part of the theme for contestants, but it wasn't at all in the gameplay of 'Tunnel Jumper'.

"Theme" scoring: 2

 

"Fun Factor" - Is it an enjoyable gaming experience?

One time I was so close to the edge of a platform, that when I died I continually respawned on the edge of the platform and re-died three times before it brought me back to the beginning of the level (that was the first level (excluding the intro level).

Some of the jumps you have to make are through narrow passages, but this was actually fun, and added to the challenge of the game. This game really had the right balance of difficulty. Things were challenging, but not agravating.
I enjoyed the first time I encountered the blue platform. The sideways blue platforms were fun too.

"Fun Factor" scoring: 5

 

Total scoring: 7.75

If the game was made into a full length game, with additional objects to interact with, I'd play it.
Very good, kiwibonga.


Posted Image


Review of 'Bubblez' by AndyEsser

Posted by , in Community Challenge Reviews 18 May 2011 - - - - - - · 446 views
review
How the scoring works: I score 0 to 5 points on each topic. Each point is equivalent to 0.5 points on the overall scoring. So each topic can contribute a total of 2.5 points to the overall score of 0 - 10.

A 0 in the field means it's not present at all. A 1 means it is present, but very badly done. A 5 means I can't think of a way to make it much better, it's good enough as is.


0 = Not present at all.
1 = Present, but very badly done
2 = Good attempt, but didn't work too well.
3 = Nothing to talk about, either good or bad.
4 = Really good, but a few flaws in execution.
5 = Excellent, there isn't many ways it could be improved.

Note: This is a harsh scoring mechanism, beause I'm doing it as a fellow developer to give critical feedback to help us all improve our craft, and not just say 'It was good' without explaining *why* it is good. Anything 6 or above is quite good!

 
"'Bubblez"

 
"First Time User Experience" - How easy it is for the player to get rolling with your game. Covers installation and communication with the player on how to play the game.

I started the game and there was no main menu.
Instantly I died three times, and got the "Game over" message.
There was no restart button, and most keys I clicked (and mouse presses) did nothing, while escape just closed the game window.
There was no help text, and not even a readme.txt.
It would've helped alot if the tutorial that was planned was actually added to the game.


'First Time User Experience' score: 0

 
"Graphics & Audio" - Pretty straight forward, do the visuals and sound contribute to or detract from the game?

There was no sound or music; which is unfortunate.

The graphics were decent, but nothing to write home about. I didn't understand why one cloud was transparent, one was only very slightly transparent and the other 2 were completely opaque.

'Graphics and Audio' score: 1.5
Graphics get a '3': Nothing truly to complain of, but nothing spectacular either.
Audio gets a '0': None.
So the 'Graphics and Audio' combined field gets a '1.5'.
 
"Theme" - How integral is the contest's theme with the game?

The theme wasn't integrated much. If you removed the "theme" from the game, it'd still be the exact same game. The gameplay was not at all affected by the theme.
"Theme" score: 1
More could have been done to integrate the gameplay with the theme.
 
"Fun Factor" - Is it an enjoyable gaming experience?

It was moderately fun. The randomness of the enemies sometimes made nearly impassible walls because they were so clustered together.
Sometimes the stars would spawn on the far right of the screen, where the enemies come from, and where you can't see the enemies coming, making it very dangerous and unpredictable.


"Fun Factor" score: 3

 
Total scoring: 3.5

Good job on completing even a half-finished project under such an intense time constraint, AndyEsser. These kind of contests really teach us better prioritizing and time management skills on our future projects by forcing down our throats when the contest is winding down.
Seeing that it's your first contest, you did an excellent job: You actually submitted a working program.
Whatever programming contests don't kill you, only make you stronger. Posted Image

I got to level 8.

Posted Image



Review of "Bubble Time" by j0mich01

Posted by , in Community Challenge Reviews 18 May 2011 - - - - - - · 486 views
review
How the scoring works: I score 0 to 5 points on each topic. Each point is equivalent to 0.5 points on the overall scoring. So each topic can contribute a total of 2.5 points to the overall score of 0 - 10.

A 0 in the field means it's not present at all. A 1 means it is present, but very badly done. A 5 means I can't think of a way to make it much better, it's good enough as is.

0 = Not present at all.
1 = Present, but very badly done
2 = Good attempt, but didn't work too well.
3 = Nothing to talk about, either good or bad.
4 = Really good, but a few flaws in execution.
5 = Excellent, there isn't many ways it could be improved.

Note: This is a harsh scoring mechanism, beause I'm doing it as a fellow developer to give critical feedback to help us all improve our craft, and not just say 'It was good' without explaining *why* it is good. Anything 6 or above is quite good!

 
"BubbleTime"

 

"First Time User Experience" - How easy it is for the player to get rolling with your game. Covers installation and communication with the player on how to play the game.

Good help screen, though the font irritates the eyes with the black/white color contrast.
Simple to understand and read.
The help screen fails to mention that right-click shoots backwards - this is listed in the readme.txt, but not the in-game help.

Annoyance: Escape exits the game, instead of going to the main menu. I did that about three times.

"First Time User Experience" score: 4

 

"Graphics & Audio" - Pretty straight forward, do the visuals and sound contribute to or detract from the game?

The audio is very nice, but also slightly irritating. It's high pitched.
The graphics were very nice also. I love this type of art style, if done well. You did it well. In a few spots it wasn't so great, like the appearance of the buttons on the main menu, as well as the main charactor/bubble was slightly squarish instead of round.
The font was also sometimes hard to read.

"Graphics and Audio" scoring: 4
Graphics get a 4: Very well done, with a few minor complaints.
Audio gets a 4: Very good, but mildly irritating.
So the 'Graphics and Audio' combined field gets a '4'.

 

"Theme" - How integral is the contest's theme with the game?

The theme wasn't that integrated, I felt. Sure, you can't touch the walls or the enemies, but beyond that, it didn't really explore the theme much.

"Theme" scoring: 2


 

"Fun Factor" - Is it an enjoyable gaming experience?

Too long of a lag time between death and your next attempt.

Upgrades make the game very enjoyable.
At first I thought all they did was "Kickback reduced" (my first three were this type), so I was like, 'meh'. But then I started getting some truly awesome ones, and became a blue bubble junky.

At first all I thought there were was green bubble enemies, but then new enemies started appearing, and the game took on a new dimension, with me fearing the appearance of certain enemy types.

"Fun Factor" scoring: 5

 

Total scoring: 7.5

Well done, j0mich01, I love it!

This game is a game I'll probably return to outside of the contest, when in the future I need a break from programming; something that isn't true about my own game.

Posted Image


"Ewe can't touch this" - by CamJackson

Posted by , in Community Challenge Reviews 18 May 2011 - - - - - - · 539 views
review
How the scoring works: I score 0 to 5 points on each topic. Each point is equivalent to 0.5 points on the overall scoring. So each topic can contribute a total of 2.5 points to the overall score of 0 - 10.

A 0 in the field means it's not present at all. A 1 means it is present, but very badly done. A 5 means I can't think of a way to make it much better, it's good enough as is.

0 = Not present at all.
1 = Present, but very badly done
2 = Good attempt, but didn't work too well.
3 = Nothing to talk about, either good or bad.
4 = Really good, but a few flaws in execution.
5 = Excellent, there isn't many ways it could be improved.

Note: This is a harsh scoring mechanism, beause I'm doing it as a fellow developer to give critical feedback to help us all improve our craft, and not just say 'It was good' without explaining *why* it is good. Anything 6 or above is quite good!

 
"Ewe can't touch this" (downloadable version)

 
"First Time User Experience" - How easy it is for the player to get rolling with your game. Covers installation and communication with the player on how to play the game.

The menus are good, and easy to understand.When buying upgrades, it would've been better if it said the cost next to each item,instead of when hovering over the 'upgrade' button.
There is no "Can't touch this: Apple" as was originally planned (read in your journal during the contest), which would have helped immensely to tie the gameplay to the theme, as well as explain why you suddenly crash into black blobs of stuff (the silhouette of the fruit).
The lack of instructions didn't help, which is unfortunate, because the first few times you do the controls, it's difficult to understand. (Thankfully I've played Paper Mario 2, and so rapidly grew acustomed to it after the first few flights).

Death 1: Not knowing what to do, and so just started clicking buttons until I hit space and my sheep jumped to his death.
Death 2: Trying to hold space thinking it might make him jump farther when I released. Nope, just dive bombed again.
Death 3: Figured out controls mid-flight but was too late, and was in a nose dive.
Death 4: What's the black blob of ink? Oh, it's death.

All other deaths: Now I understand the game, so these are legitimate gameplay deaths.

'First Time User Experience' score: 2
The lack of instructions made the first jump into the game really difficult.The gameplay itself, once you understand it, becomes easy to flow with.

 
"Graphics & Audio" - Pretty straight forward, do the visuals and sound contribute to or detract from the game?

The graphics are nice. I love the simplistic sheep design, whether standing or in flight.
The background and the brick wall could've looked a bit better, but the menus look nice.
The fruit edges were kindly pixelly (here is where partial transparency would come in handy), but otherwise looked good.No audio?
The lack of audio is greatly noticed and detracts from the game a good deal.

'Graphics and Audio' score: 2
Graphics get a '4': Really good, but could've had some minor improvements.
Audio gets a '0': Completely absent.
So the 'Graphics and Audio' combined field gets a '2'.

 
"Theme" - How integral is the contest's theme with the game?

Very integrated, but it would've been alot more apparent if "Can't touch this: Apple" was visible on-screen when all apples are blacked out.
The name, 'Ewe can't touch this', and the statement 'Ewe crashed', was very clever and amusing.

"Theme" score: 4
The gameplay is very attached to the theme.

 
"Fun Factor" - Is it an enjoyable gaming experience?

It's fun, once you know how to play it.I love the ability to upgrade the sheep. It gets funner the more you play it, because the upgraded stats really add to your ability to go farther.
Sometimes the collision is a bit too harsh with the black fruit. I recommend making the collision rect less strict.
It would've been nice if you could get bonus point multiplyers for picking up the same fruit multiple times in a row. Very fun gameplay. The more times you upgrade the sheep the more of a sense of power you got, and the less you feel you are gliding and the more you feel you a flying.

"Fun Factor" score: 5
Though there is the minor issue of the collision rects, the game is too fun and too enjoyable (especially once you put in some points) to let a minor thing like that detract from it.

 
Total scoring: 6.5
Very well done, CamJackson!

Posted Image






Recent Entries

Recent Comments

Latest Visitors



PARTNERS