PyWeek - element_twins - feedback
DR0ID
Cosmologicon
There's a lot of neat ideas here, between the different weapons and the need to keep moving to refill the bar. I feel like with a bit of tweaking the mechanics would really come together to make a fun and challenging experience. As it is the AI almost never hits me even if I stand still so there's not much to the strategy.
speedlimit35
The enemy AI is pretty impressive but the game itself is not that fun.
mit-mit
Cool music loop and I liked the graphics: I guess it’s like a fighting game? I found it pretty hard to play. It could be more fun with two human players, or maybe if the AI or opponent changed a bit every time you beat them (and it was easier to beat them :) )
gummbum
Cute game. Very short and simple. I'm glad it wasn't too demanding of me, because I had some figuring out to do, and jumping around like the AI would surely wear me out. :)
Essential feedback that came to mind... These affect Production directly. If you solve them, they will improve your game, and likely all the scores.
1. I had to figure out which health bar was mine. If I'd paid better attention I may have understood that I started on the right side of the screen, so that side was probably my health bar. Eventually I figured it out after allowing my toon to take damage. A color or a label or some graphics effects could have been helpful here.
2. It took me longer than it should, perhaps, to discover that moving caused the energy bar to fill up. I'll take the blame for that, as you're not required to document everything and IMO you should leave some things for the player to discover. But a minimal UI design improvement would be welcome here.
3. Discovering the different elements was too mysterious for my taste. Maybe you did that on purpose, but I found my cluelessness a burden. I would liked to have had a visual cue, e.g. a target fill line on the energy bar, or color changing energy bar (red empty, green full and ready), so I would know when the skill was ready. Also a colored toolbar would offer a better indication of what element is selected: e.g. red for fire, sky blue for air, deep blue for water, brown for earth.
The AI was very crude, but that's okay. He was predictable, and I prefer that to totally chaotic. He was easy to beat once I figured out the basic mechanics above.
I really liked the avatar graphics style. The canted hat or hairpiece gives the toon a little flare.
Hope to see you next Pyweek.
MrTanoshii
The game is alright but could use some balancing. Good use of art + sfx
Note: The requirements file name has a typo
There were some issues with the collision code (some times it hooked at the edge and got flying up.... and sometimes it glided around...). Ai seems good.
Otherwise well done. Would be fun for a multiplayer game... but unfortunately multiple mice are not supported.
Thanks for your time.