I've seen you make a lot of games now. However they do appear to be more like visual showcases rather than interactive exercises. The foundations and programming skills shown here really prove that you're capable of building something. You've got edge detection, almost perfect collision detection and solid raw gaming ideas. Along with that you have nearly stunning visuals that show some great effort. But it's lacking that glue that melds it together. You need to find out how to increase difficulty parameters as the game progresses, perhaps changing environment as you destroy more humans. A high score board would turn this into an endurance game provided that death is possible. Remember to add audio and a mute button.
The comments are a little harsh, your game is certainly not bad. The gameplay is simplistically basic, without any deviation from the standard circles, but the programming behind them is good. The difficulty is variable depending on the random appearances and speeds of the circles. The only problem is that most of the time the best strategy is to simply move around in a circle, which would be easier to do with the mouse rather than letter keys. The main highlight is the smooth meshy colours and the rich trails; it has a real certain style to it and it's presented very well. Your menu text has great composure. The music is slightly obscure but suitable, however you are missing a number of sound effects for new spawns and acceleration of the blue ball.
You've executed all the basics pretty well. The collision detection is fair and difficulty increases quickly with random enemies and power-ups. However there is a serious problem with ship movement boundaries; I can maneuver the ship out of bounds and off the screen, losing it completely. However you've presented some viewable graphics that capture the environment of the game well. The missiles look solid and the enemies are shiny and colourful; the power-ups are well animated. Sounds are sensible and smooth; highly listenable. You have already climbed a good number of steps in your first production - now you need to think about separating the enemies into waves and incorporating a leveling up or upgrade system to add strategy to the game.
This is actually a fairly well constructed game. It has many of the basic fundamentals needed for satisfying gameplay. The shooting mechanics work but you need to make it clearer where you need to hold the mouse to make sure everybody understands how to enjoy it. The difficulty is about right but it requires significant expansion. Before each level there could be a shop where upgrades {eg reload speed} can be brought for either score points or coins. Graphically I think this is incredible. Firstly the menu page has a breathtaking amount of detail and wonderfully bold colours. The frame rate is a little choppy, perhaps requiring a slight increase, but doesn't ruin the professional presentation. These amazing graphics continue into main game where the animation is competent and fluid. The experience is complimented with two fairly generic background tracks and a finely tuned cannon sound.
You've presented this game well. Your artistic talent is better than mediocre but you need to watch your colour palette; there is too much sickly yellow. The gameplay is basic, but playable. Try looking around for audio, the collabs section on this site may have something suitable.
This is a compact but competent game. The gameplay is simple but playable, and exciting. However the red bubbles appear randomly and can trap the wheel without warning, therefore occasionally bringing in an unnecessary luck element. The graphics are zany and spice up an otherwise blank boring black background. The sounds take the game on an acid trip because they are so appropriate to the crazy feel of the game.
It certainly provides some moderate entertainment. The presentation is good and the auto acceleration allows complete focus on avoidance. However the mechanics are not perfect at times. I can do more than one jump at a time, even on my back, and land back upside down without taking any damage. Graphically I think the ground itself could have benefited from some texturing and subtle markings; it looks like a jagged grey shape as it is. However the other visuals are fairly competent, especially the scrolling background which is simple but effective. The audio is also great.
The gameplay mechanics are acceptable, but the presentation of them is dire. The paddle looks like a white brush stroke done in half a second and does not reflect the actual detection area. It is also difficult to get the first hit if the ball moves along the radius in the opposite direction to where your paddle is. Bring the visuals up a level by adding colours, an animated ball and movement trails. Meld them together with good audio.
I appreciate what you are trying to do; the execution is not too bad. I like the smooth mesh Tetris blocks, but the entire display is lacking colour and flavour. Also three blocks is far too easy for anybody but the very young. Try a five block Tetris design... or make a Tetris template that randomises block sizes. Your presentations skills look okay so focus on creating a great Tetris environment with additional (challenging) gameplay elements
It's very mundane. I do like the multiple hits than I can take. The block moves slightly too slow to be able to avoid spikes if your trapped in the side though. However, graphically it is disappointing. You've made a colourful box, but placed it on a blank white background. Try getting creative with the spikes; use some faint grey or even red for blood to create special effects. Try looking for some audio as well, something that would suit a background that you choose.
Absolutely beautiful. Every realistic capture has been chosen with effort and care to produce pictures with a huge desire for exploration, which is what makes this game easy to play. The difficulty is about right too; you;ve taken into account that it is no fun to search endlessly for microscopic differences. The progression stages were also very good but be careful to scan the picture thoroughly before you change perspectives, on the last stage I was clicking on the radio tower which was in clear view before clicking on the traffic lights and it frustrated me that it didn't immediately count as a difference.
I quite like the initial commitment you've made into making this game playable. It's clever that shots can miss if you aim inside the mouth. However a small animation confirming a hit would make the killing more satisfying. Since it is a space game you should consider utilizing the whole map and have flying enemies. You need to organize the music so it loops and make the grenade less powerful by either giving it limited uses or reducing the splash range.
Some basic concepts and programming skills are present here - but it is lacking in a solid structure that ties it all together; it feels loose. This is probably because of the lack of sound confirming collision detection, or graphics to notify the gamer of jumps and landings. You need to develop this a lot but you seem committed; just focus on the delicate touches before submitting.
The general geometry seems okay but the bounces don't seem to get smaller. There is a slight lack of satisfaction in watching the ball bounce because of this and it feels unrealistic. A fair bouncing sound effect would increase the enjoyment. Also my ball disappears when it is too low, before it actually goes off the screen.
The bottom line is that it is a mediocre game. The presentation is the first positive aspect. Instructions and game schematics are clearly explained along with the methods of obtaining the highest score, which makes the game exciting. However the execution leaves a desire for a lot of substance. My ears are constantly hurting from the sound of a high pitched squeaky laser that doesn't vary in pitch or clarity. The repetitiveness of clicking the exact duplication of an alien ship is slightly reduced with various speeds and spawn rates, but it is very disappointing to see that only circles were used; squares, triangles or individually shaped polygons with detailed textures would of made the game more atmospheric. However the inclusion of various game modes means the overall package produces some notable amount of replayability. Those voice overs are fairly cheesy though, which is perhaps a good thing.
I do admire what you are trying to do here. The execution of various ideas show that you understand the concept of a good platformer. What you need to do is individualise the graphics to remove the look of duplication. Spikes need greater texturing, each looking different; a few scenic objects would also increase the enjoyment of the visuals. Try some sound effects too such as a leaping whoosh or spike impalement.
The drawing is extremely mundane. I can't locate any means of changing the colour, thickness or brush. I can't erase anything. The screen is so long and high that it would be difficult to even write Usernames.
The programming is flawed and tasteless. The AI seems to move randomly making the game far too easy. There is no audio or great scale to the game. Submitting something just to have D next to your name is no excuse.
Extremely short. Huge disappointment. Try creating a variety of things to shoots with danger elements which can end the game. Take time to decide if your going to put the commitment in it and show us it with a range of graphics.