PyWeek - skaapsteker - feedback
Fun | Prod | Inno | Disq | N/W | Comments |
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4 | 5 | 3 | Despite a few flaws, this game is very good. Graphics are excellent, although something as simple as a border on the floor/wall tiles would have been a significant improvement. Collision system is a bit messy, I often got stuck, and combat felt a bit too simple. I like the idea of nine tails. |
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4 | 4 | 4 | This game had an Okami feel to it, which I'm guessing you might have been going for. I wasn't able to get past the top floor of the second room, but the gameplay I was able to do was good. |
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3 | 4 | 3 | Weird collision detection made this COMPLETELY unplayable a little bit into the game. What I did get to play was great though. |
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5 | 4 | 4 | collision detection was sometimes not that accurate |
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3 | 2 | 4 | I am giving Production low, because the file set was totally confusing as which one to try. With help, I was able to extract the 'correct final' and give a try. The design was good. |
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3 | 4 | 4 | Very ambitious game, and the art and theme was superb. Really buggy though. Crashes, flaky |
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4 | 5 | 4 | Except for the slightly glitchy collision detection this is a great game! |
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4 | 5 | 4 | The physics engine you used detracted from the game- I don't think it's a good choice for a platformer, especially one with such delicate platforms. Beautiful graphics, music, sound. One of the most complete feeling games I've seen. I had trouble finding how to run the game, and I got TypeError: _close_dialogue() takes exactly 2 arguments errors quite a few times. |
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5 | 5 | 5 | |||
4 | 4 | 4 | love the art style.. great work |
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4 | 4 | 4 | An excellent effort! There seem to be some physics glitches, though -- I found that the fox got stuck a lot on the edges of platforms and in tight spaces, making it less than fun to get around. Also it's easy to find your way out of a level without realising that you haven't completed everything and no idea what you have to go back and do. Some places I got stuck: * I didn't know that the geisha needed a fan merely to be able to talk to people. * I only found out that tearing the kimono was possible, let alone necessary, by reading the walkthrough, and then I found it very difficult to accomplish -- it seems you have to be in exactly the right place, not too close and not too far away, and then attack. * Having destroyed the cannon, the natural thing to do is proceed to the exit that it was blocking, not go back and talk to its guardian. * Generally it's not very obvious that the way to get tails is to do things to mess up people's lives. Logic is missing somewhere -- aren't you supposed to be a _good_ kitsune? |
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3 | 3 | 3 | could not find the wing tail. |
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4 | 4 | 5 | That's an amazing amount of content! Very impressive! Usually implementing that much content would get a 5/5 on production from me, easy. But your platforming mechanics were so buggy, making it so hard to control, I just can't. The game was running at about 10fps for me; I'm not sure if that had anything to do with it. I really had fun exploring the interesting world you'd created. |
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3 | 5 | 3 | The graphics were excellent and I also enjoyed the music. The fox-tail power-ups were a nice touch and an interesting interpretation of the theme. The controls/collision detection was a bit awkward though -- the fox kept getting stuck on things and maneuvering it around the level became bothersome enough that I quit playing about 30 minutes in. At one point the fox shuddered through the right wall of the level and came back out on the left side. Also kind of annoying that escaping to the menu screen and then resuming the game causes you to start back at the beginning of a level with all of the enemies respawned. I collected a lot of those little cubes and am not really sure what they were for. I think this could be a really great game if the collision detection were fixed to make the control a little bit more fluid. I'm sorry I wasn't able to make it to the end. |
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3 | 3 | 4 | I found this game to be very glitchy. It was fun to collect all the tails. Finding all the suger |
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4 | 4 | 4 | Beautiful art, as you said. The walkthrough was helpful. Thanks for that. It helped for when I forgot to talk to the dude after I destroyed his cannon and had no idea which tail I was missing. I liked the concept of getting more powerful as the game progressed, and it was cool to actually see the tails on my butt as I got more. The physics engine glitches were annoying, but I understand how tough it is to work all those out in one week. This is a solid PyWeek entry. |
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4 | 3 | 2 | Absolutely fantastic art! The game looks amazing in screenshots. The platforming is very |
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3 | 4 | 1 | + polished - THE COLLISION ENGINE MAKE ME SWEAR AND SWEAT BLOOD, OH GOD WHY? |
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3 | 4 | 3 | It seemed fun until I got stuck and couldn't move in the third stage. |
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5 | 4 | 4 | I really loved this game. The Japanese theme, the puzzle-platformer style gameplay and the |
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3 | 5 | 3 | Nothing too thrilling but at least mildly entertaining, and very pretty and nice music. Would have been rated higher f you didn't have to spend half the time fighting because you easily get stuck in walls |
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3 | 4 | 3 | Hi. I had some fun with skaapsteker. The visuals are a critical aspect, and were cute and fairly well done. The music loop was pleasant and fit the setting, and interestingly did not grow old. I liked the layout of the status bar, though I would have appreciated some mouseover tooltips to remind me what the skills did and what keys they are bound to. The performance was very good, so smoothness of frames did not suffer. And the parallax layer with fancy art was a *very* nice touch. Kudos. The story was written well. Good spelling, grammar, and made me chuckle in a couple spots. It's always nice to see some thought and polish here. I had difficulty controlling the fox's jumps. The fox got stuck a lot, which was very frustrating. The levels were too similar to really keep me interested for long. On the second level I could not reach the high box, and I remember thinking: oh no, I need the flying tail and now I have to remember where to come back for this box. I can't think of any suggestions to improve this aspect. Maybe a popup map would have helped, so I could see the overall layout; and objective locations if you really wanted to assist the player. Unfortunately, it did not take me long to lose interest in continuing. I think that if you fix the jumping mechanics, and add a map with some hints so the levels look less similar, it would keep me playing a lot longer. Overall, in the short amount of time we had I think you all did a pretty good job on this. Nice work. Hope you find my comments helpful. :) |
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3 | 5 | 3 | very good work |