Viability:The game is viable from start to end, with mechanics that clearly go beyond what was shown in class. Kudos for figuring out the ore gameplay loop of classic bullet hell games! It would be interesting to expand the enemy variety with different moving patterns, enemy sizes and speed, and so on. The good thing about figuring out a gameplay mechanic is that you can modify variables to create a variety of gameplay moments. I hope you keep exploring this!
Presentation:As I mentioned, there must have been a misunderstanding in our communication, and for that I apologize. I thought I was clear from the beginning that we were not to do fan art in our projects. I thought star wars was just an inspiration for your own art and design, so I was disappointing to see it was literally an existing IP. The artwork is competent, but I strongly suggest always to present original work inr your assignments moving forward. Unless you are licensed by the owner, you are actually not legally permitted to use other people’s intellectual property. It may even be worth revising this game and changing the art, or removing it altogether. As we all strive to become professionals, these issues become very important.
Theme:The potential thematic innovation here is mixing the space invader’s type game with the search and rescue type. There are not enough levels in this game to build a rhythm between the two yet, but I can already see that this mix rewards different behaviors and meaningfully alters the experience. Think hard about the moods each mode represents, and fit the art, music and UI to enhane that mood. I think that’s the path to a strong theme in an action game like this.
Engagement:The game is fun but very short. A definite step forward over the last prototype, no doubt, but something to be expanded on. I think you have all the ingredients to create a very engaging experience. I hope you keep at it!
This is a fun Space Invaders mock-up! Stylistically, I would like to see all the sprites and the background be the same style (8-bit, for example). It would feel more cohesive, and it would look really nice.
Super cool game!! I also ran into the replaying level 4 issue. I was confused when the objective changed to saving the baby, but I think it's a fun change. It'd be cool if there were even more levels with even more objectives
This is a neat little game, although it's confusing that once you get to level 4, you only have the option to replay that level over and over again. I find the controls a little slide-y and hard to maneuver, but that might just be my lack of skill at games. I love watching the asteroids knock each other around though and the different themed levels are cute!
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Viability: The game is viable from start to end, with mechanics that clearly go beyond what was shown in class. Kudos for figuring out the ore gameplay loop of classic bullet hell games! It would be interesting to expand the enemy variety with different moving patterns, enemy sizes and speed, and so on. The good thing about figuring out a gameplay mechanic is that you can modify variables to create a variety of gameplay moments. I hope you keep exploring this!
Presentation: As I mentioned, there must have been a misunderstanding in our communication, and for that I apologize. I thought I was clear from the beginning that we were not to do fan art in our projects. I thought star wars was just an inspiration for your own art and design, so I was disappointing to see it was literally an existing IP. The artwork is competent, but I strongly suggest always to present original work inr your assignments moving forward. Unless you are licensed by the owner, you are actually not legally permitted to use other people’s intellectual property. It may even be worth revising this game and changing the art, or removing it altogether. As we all strive to become professionals, these issues become very important.
Theme: The potential thematic innovation here is mixing the space invader’s type game with the search and rescue type. There are not enough levels in this game to build a rhythm between the two yet, but I can already see that this mix rewards different behaviors and meaningfully alters the experience. Think hard about the moods each mode represents, and fit the art, music and UI to enhane that mood. I think that’s the path to a strong theme in an action game like this.
Engagement: The game is fun but very short. A definite step forward over the last prototype, no doubt, but something to be expanded on. I think you have all the ingredients to create a very engaging experience. I hope you keep at it!
This is a fun Space Invaders mock-up! Stylistically, I would like to see all the sprites and the background be the same style (8-bit, for example). It would feel more cohesive, and it would look really nice.
Super cool game!! I also ran into the replaying level 4 issue. I was confused when the objective changed to saving the baby, but I think it's a fun change. It'd be cool if there were even more levels with even more objectives
This is a neat little game, although it's confusing that once you get to level 4, you only have the option to replay that level over and over again. I find the controls a little slide-y and hard to maneuver, but that might just be my lack of skill at games. I love watching the asteroids knock each other around though and the different themed levels are cute!