PyWeek - The Rushing Team - feedback

Fun Prod Inno Disq N/W Comments
1 1 1 yes

File "/Library/Python/2.7/site-packages/pygame/sysfont.py", line 422, in
initsysfonts_darwin _search_osx_font_paths(fonts) UnboundLocalError: local variable
'fonts' referenced before assignment

2 3 2

I got stuck fairly early, since the controls (and screen scrolling) felt very clunky; wasn't
able to figure out how to get jumping to work properly, or figure out if the "wall climbing" was
intentional or not (or why it worked only sometimes).

3 2 4

no sound not so sure where the bytes to collect were.

2 3 3

Movement took some getting used to.

2 3 3

Interesting but challenging controls.

2 1 2

Basic platformer, default screen size is enormous, issues with transparency in background
of sprites, controls a bit simple, bit unpolished.

2 2 2

I was only able to get to level 3 and then I got stuck. I got some bytes and energy but it wasn't
clear how I could use those. It looks like there is more to the game than I was able to discover.
The platforming idea of automatically going up could be quite interesting although you don't
get much feedback to show that this is intentional rather than accidental!

2 2 2

The controls feel really awkward, and the level design isn't that great. Navigating through a
bunch of seemingly randomly placed blocks doesn't feel fun.

1 2 2

I'm really glad that you challenged yourself to make a complete game, and saw it through to the
end! I hope you got some valuable lessons out of the experience, and I'm looking forward to what
you make in the future!

I hope I can offer some constructive criticism on this entry, but please keep in mind, I
understand what it's like when you're starting out on this, and I just want to help you get your
next idea done even more completely.

When it come to platformers, like 90% of it is, how does the character's motion feel? You can
have the most sophisticated collision and physics system in the world, but if it doesn't feel
right, none of that matters. I know you took the time to get pixel-perfect collision, but as a
player I didn't feel that way. I had trouble falling down holes that were clearly large enough
for me to fit in, and I was traveling up through blocks that I knew were solid. So I would say just
really really try to nail the feel of motion, like you're moving an actual object rather than
issuing commands to a computer. You took the time to make several large levels, which takes a
lot of effort, but they get repetitive when they're nothing but differently shaped
rectangles. You need a bit more quality than quantity here. If you could have had half as many
levels and instead implemented moving platforms, or enemies, or another kind of upgrade, I
think it would be well worth the reduction in game length.

2 2 3

It took me a while to figure out what the game was all about. Creative use of the data part.