UPDATE 5/30Based on some feedback, I have added a custom cursor that changes when mousing over objects that you can interact with. In addition, particle effects triggered by the left mouse click only appear when interacting with certain objects. Hopefully this helps clarify the mechanics a bit!
Hey all!
My name is Ryan and I am working on a new game called Tar (my second game). It has kind of been my pet project to help me learn Unity and to also get another game in my portfolio. At the moment, I have no plans to sell it since I don't think I am up to that level, but I still want to make it the best game that I can, so any feedback you all can give me would be super helpful.
HERE IS THE LINK: http://www.edtheeidolon.com/tar/The page has a breakdown of the controls, but try to avoid reading those until you play the game. I want to see if the tutorial screens I include in some of the levels are effective at teaching you how to play. Also, the game saves after you beat every level so you can play it over multiple sessions.A brief overview: Tar is a 2d puzzle/platformer where you play a tarsier (that doesn't look anything like an actual tarsier) who must navigate through treacherous obstacles in a laboratory. The mechanical twist is that there are certain object that you can interact with using the mouse (move blocks, link teleports, slow time). I also tried something a little different with the level selection layout, breaking up the level trees into two paths (platformer stuff/puzzle stuff). Once you unlock both chains, you can go back and forth and beat them in tandem, or knock out one branch before moving on to the other.
And now, PICTURES!




As far as feedback goes, I would love to hear any and everything you guys have to say about it. If you want specific things to look for, there are a few areas of critique that I would especially like to get some opinions on:
- Controls:
- How did the player control (movement/jumping)?
- What did you think of the added mouse controls (moving blocks/connecting teleports)?
- How did the two sets of controls function together?
- Level Variety:
- What did you think of the levels being split into two paths?
- Did you have a preference between either branch (platform/puzzle)?
- Did any levels feel repetitive/redundant of previous sections?
- Difficulty:
- Were there any levels where you got stuck/were unable to complete? If so, what obstacles prevented you from progressing?
- Also, what was the level name (you can see this by hovering over the level icon in the level selection menu)?
- Art:
- Did any of the art serve to negatively impact your experience (ex: levels too cluttered)?
- Did the tutorial screens effectively teach you how to play the game?
- Misc:
- Was there anything you tried/thought you would be able to do when playing that you were unable to (ex: interacting with the mechanics in a certain way/alternate solutions to obstacles)?
- Did you notice that you could play during the title screen (not really a big deal, I just thought it was cool)?
- How awesome are you for helping me with my game (on a scale of Liam Neeson to Ian McKellan)?
So that is enough talking from me! Again, if any of you can find the time to try out my game and give me some feedback/pointers, I would be extremely grateful. Also, I am going to try and sort through the feedback section and do my part to keep good critiques going. If you need an extra set of eyes on your project, just drop a link and I will check it out as soon as I can!