Forum Archive › Unity Live Critiques: Submit your Unity games and projects! › Reply To: Unity Live Critiques: Submit your Unity games and projects!
Hey Daniel, I remember your game. I’m not sure when I’d create a live stream for this, there hasn’t been many submissions that I feel could use in-depth critiques but I’d be happy to leave critiques for your game here.
Overall I enjoyed the game but I did have some input on what could be improved. I played the Web GL version you linked so the iOS version may look/play differently.
Here are my improvements:
Character movement felt a bit slow, maybe a tad faster would feel just right. Animations in general were great though, but running around felt like it took longer than expected.
Make everything brighter, it felt very dark. Not in a “night” sense but in a low light sense. Some areas were literally black while others were slightly brighter. More color would definitely help liven it up.
Same with the skeletons, they were dark gray. Maybe they would look better with white, or just something that really makes them stand out color wise.
If I pick up something for the first time, it should be equipped without a notification asking me to do so. For similar pickups then I’d be prompted to.
Make it so that the player instinctively pulls out his weapon when enemies are nearby. The Witcher 3 does this and it’s great, you instantly know that you’re going into combat. I’d say reverse the mechanic you currently have, instead of the weapon being put away automatically, have it so that the player must press a button to put it away but automatically takes it out when danger is present.
Will the repairing of weapons and shields be used in conjunction with materials needed? If not, then it seems a bit of a pointless feature that just detracts from the game. If I had to find a blacksmith to repair my parts and/or I needed to find metals to repair them then it could be a fun thing to have. On that note I would also ensure that weapons/shields last a bit longer.
I wasn’t aware of how the shield worked. I figured out the sword/axe mechanic after pressing a few buttons, but never knew how the shield would work. Could I use the shield to deflect attacks?
The UI felt a bit big in relation to the screen. I would say decrease the size of the UI for the weapons/shield/armor. This is probably something to consider more for the mobile version, it may look great there if so disregard.
I did run into this error a few times, it may just be Web GL but it froze the game both times requiring me to restart:
Overall though I think it played great. For a mobile game I think the visual style works and could make for a fun game to just play on your phone. Combat felt natural, although it didn’t excite me to attack the skeletons. I would love to play a fun adventure game like this on my phone so I believe it would make for a great mobile game. Controls are simple and would work with touch controls. Good job, feels better than the first iteration. I wasn’t able to complete the game as it froze when I got to the red orb/crystal.