I like the level design as it feels hard but not impossible i also like the concept that you have and the models that you have in. I think that you could spruce up the UI and also more of an art style for the level design and make the enemies more clear and the goals also clear by making it maybe glow.
The level design is very well done. Information is conveyed very efficiently through color coding and designs of obvious hazards. I like that you can take it slow and figure out what you need to do without much penalty. This isn't always the case in some levels and I'd like for some enemies like the blue penguins to only start chasing when the player starts moving. I am also uncertain if there is a pause menu. However, aside form that, this is very nicely put together!
Justin Rivera: I really like the aesthetic of this game. The levels are put together nicely and in a way that isn't too cluttered, but also not too simple as to make the game feel boring. The variety of enemies and mechanics with the buttons and portals makes this an overall interesting play. But one little thing is that the scene changes are a bit jarring, and I often need to take a second to find the player on the screen. I think just changing where the player spawns so that it's no so drastic between each level would help a lot with that
Ashley Liu: The teleportation mechanic and killing enemies of the same color with buttons is really nice and the sheep is just plain cute. The walls were sometimes a little buggy for me but overall, I really like the game!
Nathan Cantu: The enemies are well-designed and look nice. The game is overall visually simple besides that but I don't think that's a bad thing. I like the idea of teleporting, but I was having trouble with the mechanic. The second portal level is confusing and whenever you enter the red portal you instantly take damage and it's hard to course correct. In the room with the blue key as soon as I entered the room I got stuck to the wall and kept taking damage so it was hard to exit without dying. Also on the 3rd level, the first thing my eyes went to was the piranha plants instead of the player. I expected the player to be on the outer edge of the map like it was for the first 2 levels so it cost me a couple of lives until I realized where I was. Great job though!
Anna Teng: I love some of the mechanics the game has! Like the idea of different doors, teleports, and keys adds a puzzle solving aspect to the game and I think that's really cool. I also love the different enemy models and the player model, the sheep is really cute! Certain controls could be polished more to make the game feel more complete, but overall it's really nice and cute!
the colors and aesthetic goes together really nicely! the portals were really cool and fun to play with, plus it was nice to have the mini tutorial-ish level to let players explore with the portals before the main round. the buttons to kill enemies were nice! we had something similar but opposite in our game too :3
maybeeeee you could add some fake buttons to troll w players :>
Yilin Zhao: The idea of crossing gates is really creative. I love the player and enemies. It's super cute that even when the player and the enemies are not moving, they're not totally static. This really make it easier to recognize all the charactors. I can see how much effort you put into creating them. One thing is that when playing it, the player always get hit even if the enemy is on the other side of the wall. Is it because of the rigidbody?
Yuxuan Lin (Kerwin): Great job on the sprite creation. The different kinds of enemy designs are intriguing. At the same time, well done on the NavMesh. They work perfectly and smoothly. It's just a little bit difficult for me that I needed to try several times to pass the game. So it's good that I don't need to start over from level 1 when I die each time.
The overall mechanics of the game is simple and well done. I really like how much clarity the polished version has with the updated models compared to the first version. The mini portal tutorial was a great addition since I initially didn't realize they were portals before. I would suggest giving players a few seconds before setting the enemies into motion at the beginning of certain levels. There are a lot of different colors at work and it might be hard to determine the starting position of the player in time prior to moving.
Shaur Kumar: This game had a Massive glow up from it's original form. I feel that the ways in which the enemies interact and the new visual indicators work much better than before aesthetically. No pause menu is a little annoying but it doesn't affect the gameplay all that much. I feel the teleporters system is still not very intuitive and should have some particle effects, alongside the "dangerous" red walls, especially if those walls one shot kill you. I also think a lack of i-frames hurts the gameplay experience a little, as there's no chance to avoid multiple hits from one enemy if you're going to get hit. Overall, this is a great improvement over last time, with a little more polish to go.
Roger Li: I like how the game mechanics are introduced and how the difficulty of the level steadily increases. Despite the game's cute theme, it can feel quite intense at times. Some parts of the game can be improved such as adding a visual indicator of doors being unlocked. The music can be off-putting though if you listen to it long enough, like it's way too short and it loops for ever. A better choice of music can definitely improve the player experience in my opinion.
Heejin: Love the background and game feel! It is simple and calm. Also, I love those buttons which kill all the enemies. I fee like the colored teleporting portals are not working sometimes, moving back to the starting position. Other than that, it was interesting!
Yanglin Tao: The simple aesthetic works well in this game. The original background music and sound effects provide an upbeat feeling to the game. The different types of enemy and player interactions are also well done. For players that do not have the context of this course, one thing you may consider adding is perhaps the tutorial section or hint in texts that teach the player to find the key before he or she can open the door. This can be part of the game loop.
Nice and simple. Buttons to kill enemies is a cool mechanic and was introduce very well (same with the teleporters) but sometimes the backtracking can be repetitive and tedious. I think using this mechanic will multiple enemies simultaneously would also be an interesting idea; make the player combine the skills you taught them. I wish the doors were a more obvious end-goal, it could use some extra particles or highlighting. Audio was quite repetitive towards the end of the game.
Sergey: Interesting. I liked the teleport and how one teleport would just throw you to another place immediately. The mechanics were good. Also, I liked the button part where you eliminate the enemies with a color matching button. Overall, great job.
Nishma: This was a cute, simple game and I liked the overall design! The portal/doors were a cool feature and the characters kind of reminded me of Mario (like the plants). I think the angle makes it hard to tell what the characters are. But overall I liked the colors and layout of the game!
This game is sooo fun! its just very hard haha. I am very interested on how y'all made the destroy all enemies feature. Many interesting and fun interactions like the teleporter. The art work looks amazing as well! I wish there were more levels.
Anik Barua: Nice game! Different levels with different themes unlocks new traps. The music also works out with the game play experience. It would be best to make the player aware of their surroundings before-hand so that they don't die when experimenting. For example: the red walls are traps but players don't know it until they hit the walls. Having a tutorial level or a guide will be perfect, but overall good work!
Jack Liu: Nice game with cute sheep :3. The portals in the last two levels are interesting and I am kind of curious how you guys make it. And the buttons to eliminate enemies are so cool. The whole game is actually pretty hard. The good thing is that you can restart from the scene where you die, instead of starting over everything again. You can also add if the keys are obtained in the UI which makes things more clear.
Hah-Young Kim: Love the animal theme in the game! I like how, for each level, if your lives reach zero, you get to restart that level instead of starting from the beginning all over again. It acts as a save/checkpoint, which is really nice! Also, it would be really cute to make the walls fences to go with the sheep theme.
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George Gonzalez:
I like the level design as it feels hard but not impossible i also like the concept that you have and the models that you have in. I think that you could spruce up the UI and also more of an art style for the level design and make the enemies more clear and the goals also clear by making it maybe glow.
The level design is very well done. Information is conveyed very efficiently through color coding and designs of obvious hazards. I like that you can take it slow and figure out what you need to do without much penalty. This isn't always the case in some levels and I'd like for some enemies like the blue penguins to only start chasing when the player starts moving. I am also uncertain if there is a pause menu. However, aside form that, this is very nicely put together!
Justin Rivera: I really like the aesthetic of this game. The levels are put together nicely and in a way that isn't too cluttered, but also not too simple as to make the game feel boring. The variety of enemies and mechanics with the buttons and portals makes this an overall interesting play. But one little thing is that the scene changes are a bit jarring, and I often need to take a second to find the player on the screen. I think just changing where the player spawns so that it's no so drastic between each level would help a lot with that
Ashley Liu: The teleportation mechanic and killing enemies of the same color with buttons is really nice and the sheep is just plain cute. The walls were sometimes a little buggy for me but overall, I really like the game!
Nathan Cantu: The enemies are well-designed and look nice. The game is overall visually simple besides that but I don't think that's a bad thing. I like the idea of teleporting, but I was having trouble with the mechanic. The second portal level is confusing and whenever you enter the red portal you instantly take damage and it's hard to course correct. In the room with the blue key as soon as I entered the room I got stuck to the wall and kept taking damage so it was hard to exit without dying. Also on the 3rd level, the first thing my eyes went to was the piranha plants instead of the player. I expected the player to be on the outer edge of the map like it was for the first 2 levels so it cost me a couple of lives until I realized where I was. Great job though!
Anna Teng: I love some of the mechanics the game has! Like the idea of different doors, teleports, and keys adds a puzzle solving aspect to the game and I think that's really cool. I also love the different enemy models and the player model, the sheep is really cute! Certain controls could be polished more to make the game feel more complete, but overall it's really nice and cute!
xiao ling
fluffiiiiiiiii sheepppi in a playgroundddddd :D
the colors and aesthetic goes together really nicely! the portals were really cool and fun to play with, plus it was nice to have the mini tutorial-ish level to let players explore with the portals before the main round. the buttons to kill enemies were nice! we had something similar but opposite in our game too :3
maybeeeee you could add some fake buttons to troll w players :>
Yilin Zhao: The idea of crossing gates is really creative. I love the player and enemies. It's super cute that even when the player and the enemies are not moving, they're not totally static. This really make it easier to recognize all the charactors. I can see how much effort you put into creating them. One thing is that when playing it, the player always get hit even if the enemy is on the other side of the wall. Is it because of the rigidbody?
Yuxuan Lin (Kerwin): Great job on the sprite creation. The different kinds of enemy designs are intriguing. At the same time, well done on the NavMesh. They work perfectly and smoothly. It's just a little bit difficult for me that I needed to try several times to pass the game. So it's good that I don't need to start over from level 1 when I die each time.
The overall mechanics of the game is simple and well done. I really like how much clarity the polished version has with the updated models compared to the first version. The mini portal tutorial was a great addition since I initially didn't realize they were portals before. I would suggest giving players a few seconds before setting the enemies into motion at the beginning of certain levels. There are a lot of different colors at work and it might be hard to determine the starting position of the player in time prior to moving.
Shaur Kumar: This game had a Massive glow up from it's original form. I feel that the ways in which the enemies interact and the new visual indicators work much better than before aesthetically. No pause menu is a little annoying but it doesn't affect the gameplay all that much. I feel the teleporters system is still not very intuitive and should have some particle effects, alongside the "dangerous" red walls, especially if those walls one shot kill you. I also think a lack of i-frames hurts the gameplay experience a little, as there's no chance to avoid multiple hits from one enemy if you're going to get hit. Overall, this is a great improvement over last time, with a little more polish to go.
Roger Li: I like how the game mechanics are introduced and how the difficulty of the level steadily increases. Despite the game's cute theme, it can feel quite intense at times. Some parts of the game can be improved such as adding a visual indicator of doors being unlocked. The music can be off-putting though if you listen to it long enough, like it's way too short and it loops for ever. A better choice of music can definitely improve the player experience in my opinion.
Heejin: Love the background and game feel! It is simple and calm. Also, I love those buttons which kill all the enemies. I fee like the colored teleporting portals are not working sometimes, moving back to the starting position. Other than that, it was interesting!
Yanglin Tao: The simple aesthetic works well in this game. The original background music and sound effects provide an upbeat feeling to the game. The different types of enemy and player interactions are also well done. For players that do not have the context of this course, one thing you may consider adding is perhaps the tutorial section or hint in texts that teach the player to find the key before he or she can open the door. This can be part of the game loop.
Nice and simple. Buttons to kill enemies is a cool mechanic and was introduce very well (same with the teleporters) but sometimes the backtracking can be repetitive and tedious. I think using this mechanic will multiple enemies simultaneously would also be an interesting idea; make the player combine the skills you taught them. I wish the doors were a more obvious end-goal, it could use some extra particles or highlighting. Audio was quite repetitive towards the end of the game.
Sergey: Interesting. I liked the teleport and how one teleport would just throw you to another place immediately. The mechanics were good. Also, I liked the button part where you eliminate the enemies with a color matching button. Overall, great job.
Nishma: This was a cute, simple game and I liked the overall design! The portal/doors were a cool feature and the characters kind of reminded me of Mario (like the plants). I think the angle makes it hard to tell what the characters are. But overall I liked the colors and layout of the game!
This game is sooo fun! its just very hard haha. I am very interested on how y'all made the destroy all enemies feature. Many interesting and fun interactions like the teleporter. The art work looks amazing as well! I wish there were more levels.
Anik Barua: Nice game! Different levels with different themes unlocks new traps. The music also works out with the game play experience. It would be best to make the player aware of their surroundings before-hand so that they don't die when experimenting. For example: the red walls are traps but players don't know it until they hit the walls. Having a tutorial level or a guide will be perfect, but overall good work!
Jack Liu: Nice game with cute sheep :3. The portals in the last two levels are interesting and I am kind of curious how you guys make it. And the buttons to eliminate enemies are so cool. The whole game is actually pretty hard. The good thing is that you can restart from the scene where you die, instead of starting over everything again. You can also add if the keys are obtained in the UI which makes things more clear.
Hah-Young Kim: Love the animal theme in the game! I like how, for each level, if your lives reach zero, you get to restart that level instead of starting from the beginning all over again. It acts as a save/checkpoint, which is really nice! Also, it would be really cute to make the walls fences to go with the sheep theme.