If anyone has any comments on our game, please mention here :)

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about the game itself:
1- It's interesting the process of closing and opening the windows to control the feathers, but it's really hard to control - better would be if we could be able to control how open the windows are. Even being too hard to control, it seems innovative...
2- Maybe the quality of drawing you can consider as an item to concern about - what we can imagine, from running the game, is you may don't want, like, care, or know how to draw, and it seems to not matter about the whole game... sometimes some games has really good artwork, and sometimes some games uses some skilled solutions to provide good visuals without caring about drawn art - it depends on the culture you may acquire about game development. If you really enjoy good drawn games, maybe you should care more about improve your game drawing...

about development:
1- 'Skellington' may help you having the files more organized - it's easier for us knowing '' is not lost among tons of files. 'data' (for pictures and sounds) and 'gamelib' (for your .py files) are very useful folders to keep everything organized
2- one thing you may learn with the time is it's much more easy and fast to work with spritesheets (and loading them as subsurfaces, on pygame, for example), than using one picture file per sprite - it helps you having a much more organized game, which loads faster, and helps you developing it faster and coherent.

this is all just my very humble oppinion, just try and look what can be useful for you
Even though the drawings are a bit crude, the cheerful mood of the game shines through! I would recommend you keep on drawing as this is the only way to improve. (Maybe get a drawing tablet. I know it makes me magically appear more skilled than I am :).)

I could not agree more about the skellington. When you are judging this many games, you value the consistent nature afforded by it very much!

On the topic of sprite sheets I am not so sure. It can improve runtime performance, but does not fit in my workflow well. I draw the animation phases over each other in GIMP (or Photoshop) and export each layer to a separate file. I could use texture bins provided by Pyglet to get the performance benefit of a lower number of textures, but I never felt the need so far (maybe I don't have enough phases of animation).