PyWeek - Jitters - feedback
Fun | Prod | Inno | Disq | N/W | Comments |
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3 | 2 | 3 | + Gameplay is quite fun in the beginning, if a little too easy. - Not enough game mechanics. Gameplay gets old quickly. |
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3 | 2 | 4 | Could REALLY have used some music/sound effects. Was fun in spite of all that. |
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4 | 3 | 3 | Fun polished game which I enjoyed playing. A few sound effects would be a good addition. Many thanks! |
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3 | 3 | 3 | This is quite good, but I have a few issues with it. The first level feels too empty, but I guess that was the time. The time is up ending felt a bit too abrupt, maybe it could have been clearer when the time was running out, like a visual alarm or someting. Some actions seem a bit pointless (if I'm going to lockpick, why am I not going to open and rob it?). And where are my two million? :) The graphics are nice, though it could've used some sneaky music and sounds. |
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3 | 3 | 2 | Some sort of reason for it would be nice |
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3 | 3 | 3 | There needs to be a little more for the player to do -- perhaps items to collect and puzzles to solve. |
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2 | 3 | 3 | It's an interesting idea, but the game isn't very challenging. |
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4 | 3 | 3 | A game where you can rob is always fun... but who stole sounds? |
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3 | 3 | 2 | Game was a bit short, and needed more variety in terms of challenges. |
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2 | 2 | 3 | didn't like the graphics - especially the menu screen guy reminds me too much of those generic |
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3 | 4 | 3 | Not bad. The lighting effect was pretty cool, although I would have liked it to be a little more useful: you're caught when you're within a guard's light radius. I liked the idea of a tradeoff between fast actions and cheap actions. I think the balance was a little off, though. There wasn't much difference between 1s delay and 0.3s delay, so I almost always wound up taking the slow route. I think the control scheme could have been better. Why did I have to pick A every time and then a series of actions? How about: press 1 for a quick job that requires energy, 2 for a slow job that doesn't requires energy. And the times automatically pop up when you approach the object instead of pressing A. |
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3 | 3 | 2 | The guards must be blind and deaf -- they don't seem to notice you even if you're breaking a desk open right next to them! Time limit seems rather arbitrary. |
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2 | 2 | 1 | Did all these people really participate in making this game? I thought Armin Rigo could make a |
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4 | 3 | 4 | I was left wanting more levels. |
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4 | 3 | 4 | Some music and more levels and the game would be perfect. Yeah, a highscore or some kind of story mode may be nice, too... Fun game as it is. |
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3 | 2 | 4 | It's a nice idea, but there isn't much of a game. |
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1 | 3 | 3 | If you don't read the README (yeah, I know) you get dropped into the game with Once you do know how to play... well, you can sneak around accumulating $$$, but Perhaps some smarter guards, and more meaningful choices than smash or pick, |
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4 | 3 | 4 | There isn't much of a distinction between the win and lose conditions. Also, I'd make guards get "suspicious" if they were to come across a smashed display case or something. With a bit more work and some more levels, this could be a really entertaining game. |
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3 | 3 | 4 | Fun game, thanks! Also, see Traceback described at: http://pyweek.org/d/3594/ |
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4 | 3 | 4 | Funny game; I'd like it to be a little harder, by making the patrolling guards to detect the thief from a longer distance. |
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1 | 3 | 4 | Too few features in the game. Could have used a wider array of objects to interact with and |
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1 | 2 | 2 | This game really didn't atract me, considering the fact you wrote 13 people work on it, it's very very poor |
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2 | 2 | 3 | The interface was a bit awkward. I think a little music would've gone a long way to setting the atmosphere. Including the at least two of the following: the planning portion, multiple characters + interactions on the job, trainable skills, significantly improved UI, a plot would be required for me to really call this style of game fun. |