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This another very polished piece! The animation of the character getting onto the ledge really surprised me. I enjoyed your take on the puzzle platformer as well.

I have nothing to mention in terms of improvement for the puzzles as I feel they were all very clever. I think most of my feedback would be more in regards to cosmetic. You have a very vibrant character and motive, but very basic grey platforms that could be more in line with your themeing. I also thinking adding more whimsical music and sound effects could elevate the project as well. Overall really had a good time playing this!

I really do love the animations as well as the overall feel of the game and the character- going from the fun and simplistic artstyle to their movements. I do agree with some of the the other criticisms, such as the 2nd level being a bit more difficult than the others, but i do have my own, of which could be perhaps adding a background that isn't gray, unless y'all want it to stay like that. It feels a bit too standardish and even though the other assets stand out in it, it feels really flat in the back. Other than that, great game! 

The spine animation is really good! The climbing and pushing gestures are a big plus to the game.
I also like that each level has a different level of difficulty, and new things are being learned by me easily. I immediately know that the yellow stripes are not meant to block me, but the boxes, so I cannot just push the box all the way over the trap and walk over.

The music is the part that can use more improvements in this game. With the cartoonish art style, I would rather have a happier music while eating my whole hog. :p

This game reminds me a lot of Limbo. The boxes and electrical switches make for an interesting combination for different puzzles. I think the somber music doesn't really fit the tone of your game since the character and pig look so vibrant in color. The rigging for the zombie is exceptionally well done. 

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This game is very well polished in both aesthetic perspective and gameplay. The art is pleasant and very delicate with details. The illustrative style does not take the players out of the context and the gameplay experience at all. In aggregate scope, the casual and leisure presentation of the game is an appropriate approach, as the game is entertaining for fun chills, and just enough challenges with a right pace of level length to ensure the players are invited back to win rather than pissing them off with un-purposeful frustrations. The challenges are very orderly introduced in the game, where the explorations are based upon player's own trial and error, which makes the game even more engaging. However, as the level progresses, the more interconnected challenges might be even better with more approachable introductions as players first attempt the new challenges.                      

You did such a fantastic job on the two mechanics. What’s great is that they feel like they belong together: the grabbing of objects and the snapping to ledges. I should also add that the animations look clean, great job overall.

When I played the game it really felt like it's something that can be seen on the app store. The game's aesthetics is very clean, and the overall design looks very completed. I think the puzzles are fun to solve. I think that one improvement that can reduce confusion is to maybe have some indicator that interactable objects such as the levers are accessible or not. I think that can make the gameplay smoother. Also, the animation is done so well.  The climbing on top of walls animation is very seamless, and looked very natural. Also, having the grey environment did a lot to make the player stand out and its aesthetics can be more appreciated. Overall, great level designs, maybe level 2 was a bit difficult for the second level. I think it can be a bit easier.

Zompire is so good! The puzzles are honest because of how few elements are involved. There is no way to circumvent any difficult part, every part is well thought out. At level four I could not figure out how to proceed, so in that regard the puzzle was successful, lol. Difficulty in puzzles can be due to too many elements and this can be frustrating, but the minimalist puzzle design makes it that much more impressive that I cannot solve it. The animation is so clean, but after a few times I began to wish the animation would be a bit shorter. Nice puzzles though! Great job

Wow! Zompire is really quite funky and fun! I really enjoyed it visually, and I’ve always admired that about your games- aesthetically, they’re always very polished. I also like that you added a stage selection- it’s very professional! I also echo the sentiment of adding a more upbeat background track. I think it’d prove to be helpful for the overall atmosphere. I also think a reset button for all the pieces in-game would be helpful, as the player doesn’t need to re-navigate to the start menu every time they make a bad move. But overall, really enjoyed playing Zompire!

You've received this comment a lot but the animations in this game are so fun to look at! Especially that crawling animation makes me smile. I like the amount of mechanics you've added in your game and agree that the only big thing that needs to be addressed next is a gradual way to introduce them. These puzzles are really fun to go through and would love to see what other level designs you could come up with! Oh and also I mentioned this in class but I think it could be fun if you experimented with replacing the background music with a more upbeat tune because the character and situation is already so fun and quirky. Overall really great job!

>What were your favorite moments of the game?

The art and animations are amazing! They give it such a clear feeling, and make everything super visible, which is super nice for a puzzle game. The boundaries all being really clearly defined with the sharp and precise art style is really nice for a platformer too. 

I also really love the mechanic of launching the boxes! The sound and movement of it is so satisfying. And it always felt amazing to finish a puzzle.

>Where do you see room for improvement?

The big thing for me is that it’s really easy to trap yourself into a spot where you can’t make any progress if you do a step wrong. I guess it’s not inherently bad, but since it forces restarting to be a huge part of the game, leaning into that even more might have been nice. You can already restart the levels in the menu which I really appreciate, but maybe having it be sort of fast-paced-low-stakes with a timer or something could feed into it being “if you mess up there’s no time to change things,” rather than the kind of contemplative atmosphere right now that I feel is a bit at odds with the lack of take backs.

>When did you stop playing and why?

I finished it! It was great. 

>What was confusing or intuitive about the interface or controls?

I’m super impressed you have pulling up on ledges as a thing already so this isn’t a big thing at all, but having your character do it automatically if you keep holding in the direction might be a nice change. It felt a bit jarring to have to hit a different key to do it.

Otherwise though, I thought this was all super clear and intuitive!

>What was confusing or intuitive about the game mechanics?

Not being able to go back if you make mistakes in a lot of puzzles, like I mentioned before. 

I thought the puzzles were laid out especially intuitively; I wasn’t always sure what I had to do right away, but after I figured it out it always felt like it made sense. 

>What was frustrating or imaginative about the visual art, or sound design?

Some kind of feedback on victory would have been nice, like was mentioned in class. The art style was super clean and the animations matched it really nicely though; I have no complaints about it otherwise! I thought it was fantastic.

>Do you have any other feedback that you would like the designer to hear?

I really loved this game, especially the concept and presentation! It’s really refreshing that a group went for a straight puzzle game, since I think most of us leaned into the action side of things. I thought you guys did great!

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I really enjoyed playing this game! Zompire reminds me of old flash games I used to play in the browser, especially the mechanics like pulling platforms, ragdolling upon death, etc. I think the strongest part of the game is the puzzle aspect. I personally thought the zombie's movement speed was well paced, the gameplay was smooth (especially the animations), and it was well explained in the beginning. One thing I think could be improved are the instructions in the beginning, since I think the "spacebar" listed as "s" for climbing walls is a little unclear. I think that perhaps a background design or lore would also be good for context, as Ava mentioned in her comment. 

I think this game has a lot of potential and is going in a very good direction design-wise! 

I enjoyed the difficulty and puzzle mechanics of the game, it stayed interesting and I felt accomplished after solving each puzzle and beating the levels. I overall really enjoyed the game and think that it is very well fleshed out, however, I would like to see a bit of lore added to maybe the beginning of the game or before each level, so I know why The character is there and what the goal is. I stopped playing at level 4 because I could not figure out how to solve the puzzle but I left with the feeling of wanting to go back and finish the game when I have more time. I noticed that the blocks you can interact with, look a little dark depending on the monitor, so I think it would be beneficial to choose a color that has a stronger contrast to the background. I noticed late in the game, that the distance you stand from a block changes how far you can push it, I think a note to the player could avoid a lot of frustration that the player has from dying by getting to close the spikes before they realize this.