Viability: Game is playable for the most part. I did run into an issue where the game doesn't restart after I die and the monster just kind freeze in place.
Presentation: Rules are simple and straight forward. I do believe someone who doesn't play a lot of games would benefit from a control screen though.
Theme: Theme is clear and interesting. I love the designs and overall aesthetic.
Engagement: Very engaging. Was fun fighting the monsters and everything.
Viability: I am not quite sure where the ending of the game is supposed to be; like Josie mentioned, the white rectangles make it so you cannot progress beyond a certain point. If that is the end of the game, then the game is playable from beginning to end; if not, then I am curious to see what is beyond it.
Presentation: The controls make sense, but it would be nice to have some indication of what/where the goal is, whether it is killing enemies for points or reaching the end of a path. Speaking of killing enemies, I notice there are moments where the enemies will move above or below the player, which makes the fact that the player can only shoot left and right kind of inconvenient. I do know from experience that it can be difficult to get the player to shoot up and down, so I totally get why it is the way it is now.
Theme: The sci-fi/space theme is very clear, and I am a big fan of the design of the monsters. They kind of remind me of enemies from the Corruption area of Terraria, which I love! I am curious to see art added to the elements that do not have any yet; I want to know what the yellow triangles in particular are supposed to be. The sound design is great -- I love that you have music and sound effects already, and very fitting ones at that! My one nitpick would be to maybe turn the volume of the shooter down slightly, simply because it is a decently loud high-pitched noise, but that could just be a me thing.
Engagement: I can definitely see how things are coming together, and the game is engaging so far, but I think adding a clearer goal will go a long way toward making the game more engaging for the player.
Viability: The game doesn't quite have a achievable ending since - like meantioned - the game ends at a rectangle that cannot be destroyed, but besides that its definately playable, and the elements work.
Presentation: The objective and rules of the game aren't stated, but it's easy enough to understand where to go. I think the game provides a challenge with avoiding objects and enemies, but I think it's a good challenge and allows the player to be able to try and try again to achieve a greater score (definitely having a restart button would help, but I know the coding for that is different).
Theme: The theme for this game is definitely clear and has sweet illustrations to support it! I'm sure with more time into the game (ofc, we had limited time to complete the game, so I understand), the game could be able to push an even stronger theme into the game. This is one game that I think an awesome cutscene could play a super strong role in its narrative.
Engagement: The game definitely captures my imagination and engagement! I literally spent a good while trying out different strategies to destroy the enemies and seeing if I could avoid destroying them altogether. I was having a good time with it. I'm sure with additional features and different levels of space, there are some amazing things you could do with different creatures and ships. Overall, super cool and amazing :D
• I'm not sure if the game is playable until the end? There was a point where I got to the white rectangles that couldn't be shot down after I tried for a bit, I noticed that they're destroyed when enemies touch them. For the first couple of those white rectangle parts, I had to wait around for the enemy to show up and destroy that obstacle to make progress. That didn't work consistently, because it got to a point where there were no enemies around to follow the player and destroy the blockade. This sounds like a relatively easy fix though (I hope)!
Presentation:
• Unless I'm missing something about those white rectangles, then the rules are very straightforward! Moving around is easy, but backtracking to give yourself space to shoot the monsters was a little tricky though, since the direction the player faces is the direction they're moving in. I don't know how important it is for the movement to be oriented to the direction like that, since the game is always moving to the right, there really isn't a need to face the other way. That could just be a me-problem though.
* The kind of movement/direction controls I'm thinking of that fit here are the Classic Mode End Credit minigame from Smash Ultimate (maybe take a look?) The game moves exclusively in a single direction, it never turns around. And backtracking is still possible, maybe even easier.
Theme:
• Theme/aesthetic is very clear and very cool to look at! While the concept is simple, I think it's effective anyway because the emphasis is on the gameplay.
Engagement:
• I think the game is engaging, and your theme really helped capture my attention. The challenge was easy cuz you can hold the spacebar down to keep shooting, so if you positioned yourself correctly you don't need to worry about the enemies. However, I had fun doing that because it was funny when they didn't stand a chance >:)
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Viability: I am not quite sure where the ending of the game is supposed to be; like Josie mentioned, the white rectangles make it so you cannot progress beyond a certain point. If that is the end of the game, then the game is playable from beginning to end; if not, then I am curious to see what is beyond it.
Presentation: The controls make sense, but it would be nice to have some indication of what/where the goal is, whether it is killing enemies for points or reaching the end of a path. Speaking of killing enemies, I notice there are moments where the enemies will move above or below the player, which makes the fact that the player can only shoot left and right kind of inconvenient. I do know from experience that it can be difficult to get the player to shoot up and down, so I totally get why it is the way it is now.
Theme: The sci-fi/space theme is very clear, and I am a big fan of the design of the monsters. They kind of remind me of enemies from the Corruption area of Terraria, which I love! I am curious to see art added to the elements that do not have any yet; I want to know what the yellow triangles in particular are supposed to be. The sound design is great -- I love that you have music and sound effects already, and very fitting ones at that! My one nitpick would be to maybe turn the volume of the shooter down slightly, simply because it is a decently loud high-pitched noise, but that could just be a me thing.
Engagement: I can definitely see how things are coming together, and the game is engaging so far, but I think adding a clearer goal will go a long way toward making the game more engaging for the player.
Viability:
• I'm not sure if the game is playable until the end? There was a point where I got to the white rectangles that couldn't be shot down after I tried for a bit, I noticed that they're destroyed when enemies touch them. For the first couple of those white rectangle parts, I had to wait around for the enemy to show up and destroy that obstacle to make progress. That didn't work consistently, because it got to a point where there were no enemies around to follow the player and destroy the blockade. This sounds like a relatively easy fix though (I hope)!
Presentation:
• Unless I'm missing something about those white rectangles, then the rules are very straightforward! Moving around is easy, but backtracking to give yourself space to shoot the monsters was a little tricky though, since the direction the player faces is the direction they're moving in. I don't know how important it is for the movement to be oriented to the direction like that, since the game is always moving to the right, there really isn't a need to face the other way. That could just be a me-problem though.
* The kind of movement/direction controls I'm thinking of that fit here are the Classic Mode End Credit minigame from Smash Ultimate (maybe take a look?) The game moves exclusively in a single direction, it never turns around. And backtracking is still possible, maybe even easier.
Theme:
• Theme/aesthetic is very clear and very cool to look at! While the concept is simple, I think it's effective anyway because the emphasis is on the gameplay.
Engagement:
• I think the game is engaging, and your theme really helped capture my attention. The challenge was easy cuz you can hold the spacebar down to keep shooting, so if you positioned yourself correctly you don't need to worry about the enemies. However, I had fun doing that because it was funny when they didn't stand a chance >:)
Controls: WASD move, Space bar to shoot
because there isnt a way to restart, so refresh the page each time! apologies about that lol