GDEVELOP Game Engine Examples: DON'T BE A BABY
Game Developers
GDEVELOP Game Engine Examples: DON'T BE A BABY
Continuing with the showcase of GDEVELOP games, and in this case a submission from a developer in our community.
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Our honest feedback
The first thing about this game is that it is really hard to play, and when we say hard, we say really hard.
The enemies are designed to be stunned for a couple of seconds before coming up again on you, which makes the challenges associated with the game to grow quickly, because you have to face the new enemies ahead, and the enemies that you have already defeated.
This brings an extra level of stress on the gameplay, as you have to be quick to pass through the enemies before they awake and attack you again.
Once you get the grip of the mechanic, it becomes easier to plan the level, especially as you have to remember the different enemies and their positions on the level as to be prepared on the right timing.
Probably something interesting to include in the game would be a death counter, or to keep in the place of the level where you died some mark of past deaths.
The game needs some working on the level difficulty balancing and how to give some hints at the player on possible paths or interactable elements in the level. The same should happen with all elements that can damage you, as to make it easier to analyze each situation and plan on how to overcome each obstacle.
LOOK AND FEEL From a point of view of visuals, We have to say that we like the color palette chosen for the game, and some of the animations associated with the baby are interesting.
From a point of view of graphics consistency and quality, there is still a lot to do from the developer. The art styles seems to try to look for a MEME like reference, but the details of definition, shading and animation of the different art elements is not consistent, which if you compare it against the backgrounds creates a pastiche look and feel that makes the game feel amateur. This also causes the game to be very flat in the world definition.
There is a lot of potential to expand on the naive look that we think the creator of the game is looking for, but it needs to remember that in a game all the arts needs to be consistent one with the others.
In the same way, in a game each action should have a reaction or a feedback. So if a character walks some dust particles are expected, but again by consistency all the characters should have it.
The pseudo 3D intro to the game is really great, and the music is also catchy and aligns correctly with the mood of the game. Maybe some control options to lower it down a little bit could be something to thin ... https://www.youtube.com/watch?v=QfDCTklunMY
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