As a submitter of an even more optimized game so small it doesn't even exist, I can testify to the completeness of this game. Should this not take first or second place, I will be severely disappointed.
I would say this is a very impressive game for its current state of development. The aesthetic is dead on, it feels like a walking simulator, and it's interesting to simply explore the environment to find new levels. I would say the most important things to add to make it an actual game are definitely more sound cues/ambiance and some sort of threat to keep players on their toes (and thank you for no cringe).
Probably an issue with having to write to the map file and bogging down the frame rate but expect using the flashlight to be a minor performance impact. I'll be excited to update this review as more comes out!
Visual Appeal scored high because: High quality assets, all created by the author.
Sound/Audio Design scored high because: High quality SFX and soundtrack.
Completeness scored high because: There is no end to the race once it starts.
License scored high because: Work is licensed.
Originality scored high because: It's a great game, but the concept has been done many times already. The unique uses of items does give it an original feel.
Gameplay scored high because: With cinematic camera enabled, it's a smooth experience and you can hardly tell that the other karts are just simply AI.
Performance scored high because: Simply outstanding, considering how far this game pushes the engine.
User Friendly/Intuitive scored high because: Simple controls, however instructions are not displayed in game. However, the do adopt standard player movement controls.
Codebase scored high because: Codebase is clean and surprisingly well-managed given the time constraints.
GAME DESCRIPTION:
Invector is a karting game that heavily bases itself upon some of the more popular entries in this field, such as Mario Kart.
RATINGS:
Visual Appeal: 20/20
Sound/Audio Design: 20/20
Completeness: 25/30
License: 30/30
Originality: 30/50
Gameplay: 50/50
Performance: 50/50
User Friendly/Intuitive: 95/100
Codebase: 150/150
FINAL SCORE: 420/450
FINAL THOUGHTS:
Some modders and game developers stay within the constraints of the engine. Jordach has been known to make demonstrations displaying how far the engine can really be pushed, contrary to public belief. From a technical standpoint, Invector really is an amazing demonstration of this. From the very good AI to the even better nature of this being able to support custom maps, Invector really is a game that has potential to be played, as, well, a game.
I'm glad to see there is music in the game and that it is an activate/de-activate sort of thing. I understand people running out of time, though. Hope to see this continue to be maintained!
Visual Appeal scored low because: It has many mods bundled with MTG and it really shows. Nothing inherently original.
Sound/Audio Design scored low because: MTG sounds, no music, just emptiness.
Completeness scored low because: The game has the gameplay, but there is no goal other than getting the highest score.
License scored high because: All work looks to be licensed.
Originality scored low because: This is a concept that has been done before, nothing really original about this other than the slight change of environments.
Gameplay scored low because: If there isn't a goal to reach, there isn't a point to play. Unfortunately after a few minutes the game lost the luster.
Performance scored high because: There really isn't much that can slow this down.
User Friendly/Intuitive scored low because: No instructions, no objective.
Codebase scored high because: Alright, but what's with all the set_node calls?
GAME DESCRIPTION:
Berzerkpt is a game similar to dungeon crawlers, where your goal is to kill as many enemies as possible.
RATINGS:
Visual Appeal: 5/20
Sound/Audio Design: 0/20
Completeness: 15/30
License: 30/30
Originality: 10/50
Gameplay: 20/50
Performance: 30/50
User Friendly/Intuitive: 50/100
Codebase: 100/150
FINAL SCORE: 260/450
FINAL THOUGHTS:
Berzerkpt has the potential to be a fun, enjoyable time killer but fails at the part of keeping users entertained. I am too detached from the game when I play. The same four buildings get repetetive. Adding objectives and a little ambient music would really spruce it up.
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
EVALUATION:
- Visual Appeal scored high because: Models seem to be original, skybox is reminiscent of CRT displays in arcades. Overall, I love how it looks.
Sound/Audio Design scored low because: Not original music, stolen from Pac-Man. Sounds are also ripped. Sound playing is also confusing.
Completeness scored low because: It's a Pac-Man clone. You seem to load in schematics (not even the user) and I can't even load ghosts as it crashes on 5.5-dev. Tried with all creative and damage permutations.
License scored low because: You didn't seem to license any of your own assets or code.
Originality scored low because: Pac-Man is not an original concept, nor does this take a unique approach other than shifting the camera.
Gameplay scored low because: It was incredibly boring, for reasons I will discuss later, overall it is just simply menial.
Performance scored low because: Not only do load a plane of grass for some reason which I have no idea why, but then you force the player to place their own obstacles?
User Friendly/Intuitive scored low because: Your instructions were unclear, had many errors grammatically, and it took about five minutes for me to even realize what I was doing. when you place the arena, it sticks you inside of a wall and unless you were lucky enough to either have noclip or move to the right side, you have to make another world. Also, nowhere did it say for me to have to break nodes to get the pellets.
Codebase scored low because: Used from other mods/APIs, little actual work done. Also using nodes for pellets, which is really bizarre.
GAME DESCRIPTION:
Arcade3D is a game remniscent (and a near-clone) of games like Pac-Man in arcades in the 1980s and onwards.
RATINGS:
Visual Appeal: 17/20
Sound/Audio Design: 8/20
Completeness: 0/30
License: 0/30
Originality: 10/50
Gameplay: 0/50
Performance: 20/50
User Friendly/Intuitive: 10/100
Codebase: 20/150
FINAL SCORE: 85/450
FINAL THOUGHTS:
Pac-Man was a hit in Japan and America when it was released. I loved the game, and I was hoping I could give it a chance. Unfortunately, there are too many other glaring issues for me to enjoy this game. For example, you really take the fun out of it when the player must do everything themselves, from placing the map and breaking the pellets to placing the ghosts. Is this salvagable? No, but I recommend you redo it properly. Use entities for pellets, ghosts, place maps automatically, handle the game properly instead of piecing this together. I hope to see another version of this I can enjoy in the future!
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
Visual Appeal scored high because: Assets appear to be made for the game by the creator, and the biomes/color pallettes match up pretty well.
Sound/Audio Design scored low because: As far as sound goes, there isn't really any besides the beep made by the timer counting down, and the coins.
Completeness scored high because: As far as completeness goes, it is just a forwards scroller. Not much to be complete about it.
License scored high because: Work is licensed.
Originality scored low because: It's a generic forwards scroller wrapped around a balloon. Sorry, not much new here.
Gameplay scored low because: You can really only have so much fun with this game before it gets to be boring.
Performance scored high because: Little stuttering in the balloon, otherwise no problems here.
User Friendly/Intuitive scored high because: I didn't really know what my goal was, or the controls until after jumping into it. From the code it looks like you had a formspec to show it, but I never saw it in game.
Codebase scored high because: It's plain, but that isn't such a bad thing.
GAME DESCRIPTION:
BalloonAir is a forwards-scrolling game where your goals are to collect coins and dodge paper airplanes.
RATINGS:
Visual Appeal: 16/20
Sound/Audio Design: 6/20
Completeness: 20/30
License: 30/30
Originality: 0/50
Gameplay: 15/50
Performance: 40/50
User Friendly/Intuitive: 70/100
Codebase: 130/150
FINAL SCORE: 329/450
FINAL THOUGHTS:
It's alright for a game, fun to play for a few minutes but I see not much value in playing it for longer than that. Maybe making it competitive with an online leaderboard or server would make things more interesting. Let me know if you do!
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
GAME DESCRIPTION:
A competetive game whose objective is for players to destroy the most blocks without dying.
RATINGS:
Visual Appeal: 20/20
Sound/Audio Design: 20/20
Completeness: 30/30
License: 30/30
Originality: 20/50
Gameplay: 40/50
Performance: 40/50
User Friendly/Intuitive: 80/100
Codebase: 100/150
FINAL SCORE: 380/450
FINAL THOUGHTS:
It's a great LAN game that really shows that Minetest is capable of handling other fun games, other than simple block placing games. Music is a nice touch.
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
Visual Appeal scored high because: Although shops are nothing special, the game itself looks alright.
Sound/Audio Design scored high because: Sounds are important. I would give 20, but the only song I head has this repeating arpeggio that gets rather annoying after time.
Completeness scored high because: The game accomplishes what it claims to do.
License scored high because: Permissible license.
Originality scored low because: Building replicas of buildings in games has been done for a while now.
Gameplay scored high because: It's fun, but I can imagine the game losing its luster after completing the schematics. Maybe add the ability to create them for players online?
Performance scored high because: As far as it goes, it isn't a taxing concept, but schems can take nearly a second to load in some instances. More of a Minetest issue, but my recommendation is to load everything at start and keep it loaded for a seamless experience.
User Friendly/Intuitive scored high because: Signs were hard to read at spawn, and putting errors in the chatbox is a little inconvienent to read. Otherwise, easy to understand what the goal is.
Codebase scored high because: Little copy/pasting in node defs, also I am a little uncertain as to why you get player names and hand it to a function when it is used repeatedly. Just pass a playerref and have the function grab the player name.
GAME DESCRIPTION:
A game where your objective is to clone builds using items found in the shop for profit.
RATINGS:
Visual Appeal: 16/20
Sound/Audio Design: 15/20
Completeness: 30/30
License: 30/30
Originality: 20/50
Gameplay: 30/50
Performance: 40/50
User Friendly/Intuitive: 80/100
Codebase: 110/150
FINAL SCORE: 371/450
FINAL THOUGHTS:
For a concept that isn't original, it is still intriguing and with a few small changes, I think it would boom as an online server. Defining custom sizes for schems and building them for others would be great. Timing the builds and having a leaderboard would be awesome.
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
Visual Appeal scored high because: High quality assets. I would have wished for custom animations for Sam, but otherwise good.
Sound/Audio Design scored low because: SFX, but no music in the background.
Completeness scored high because: It's a Subway Surfers clone, and besides some of the features of the game like coins on trains or powerups, it does a good job of giving you the feel of the original.
License scored high because: Work is licensed.
Originality scored low because: It's a clone of a popular mobile game.
Gameplay scored high because: It's fun, but you die if you try to run on a train. It's a little difficult sometimes.
Performance scored high because: Besides the loading times, reasonable.
User Friendly/Intuitive scored high because: Controls are listed, menus are simple and easy to navigate, and controls are sensical.
Codebase scored high because: Good, still a little irritated that I cannot run on trains.
Visual Appeal scored low because: Overall, the simplistic feel is nice but it lacks some depth. However, this is a stylistic choice hence why this field isn't weighted greatly.
Sound/Audio Design scored low because: Sound effects are cited and used properly, but the lack of ambiance somewhat takes me out of the game.
Completeness scored high because: Game is mostly complete, has enough levels for an enjoyable experience while not too little to make it feel like a short demo. Please add more eventually!
License scored high because: All non-made assets are properly sourced and attributed, even if the assets were CC0. Code is licensed as well.
Originality scored high because: It honestly makes me think of Portal, while being clever enough to be an aside from the Portal series and be an absolutely blast to play. Great concept.
Gameplay scored high because: The puzzles are clever, they make you think. The level design is great and the GLaDOS-like robot with enough sass to be amusing really adds depth to the game. For a game made within time constraints, it is absolutely amazing.
Performance scored high because: No stutters, no lag, nothing that would make me believe that the game would run slowly. You could have really botched this and I am thankful you didn't.
User Friendly/Intuitive scored high because: If you are unfamiliar with dimensionally different games, this game would be rather confusing at first. However, the similar approach that was made with Portal where you are thrown in and forced to fend for yourself is nice.
Codebase scored high because: Looks pretty clean, some repetition but nothing that would really warrant a point dock.
GAME DESCRIPTION:
Alter is a game where you start in a lab where experiments have been performed and you are in a quantumly entangled state. You must solve puzzles, increasing in complexity until you beat the game.
RATINGS:
Visual Appeal: 10/20
Sound/Audio Design: 10/20
Completeness: 28/30
License: 30/30
Originality: 50/50
Gameplay: 50/50
Performance: 50/50
User Friendly/Intuitive: 80/100
Codebase: 140/150
FINAL SCORE: 398/450
FINAL THOUGHTS:
This is a game that from my perspective, takes inspiration from Portal but does a fine job of making it its' own game. I hope to see updates for this in the future!
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
As a submitter of an even more optimized game so small it doesn't even exist, I can testify to the completeness of this game. Should this not take first or second place, I will be severely disappointed.
I would say this is a very impressive game for its current state of development. The aesthetic is dead on, it feels like a walking simulator, and it's interesting to simply explore the environment to find new levels. I would say the most important things to add to make it an actual game are definitely more sound cues/ambiance and some sort of threat to keep players on their toes (and thank you for no cringe).
Probably an issue with having to write to the map file and bogging down the frame rate but expect using the flashlight to be a minor performance impact. I'll be excited to update this review as more comes out!
Again, Minekart isn't part of the Minetest game jam. Fix your review.
bruh
EVALUATION:
Visual Appeal scored high because: High quality assets, all created by the author.
Sound/Audio Design scored high because: High quality SFX and soundtrack.
Completeness scored high because: There is no end to the race once it starts.
License scored high because: Work is licensed.
Originality scored high because: It's a great game, but the concept has been done many times already. The unique uses of items does give it an original feel.
Gameplay scored high because: With cinematic camera enabled, it's a smooth experience and you can hardly tell that the other karts are just simply AI.
Performance scored high because: Simply outstanding, considering how far this game pushes the engine.
User Friendly/Intuitive scored high because: Simple controls, however instructions are not displayed in game. However, the do adopt standard player movement controls.
Codebase scored high because: Codebase is clean and surprisingly well-managed given the time constraints.
GAME DESCRIPTION: Invector is a karting game that heavily bases itself upon some of the more popular entries in this field, such as Mario Kart.
RATINGS:
Visual Appeal: 20/20
Sound/Audio Design: 20/20
Completeness: 25/30
License: 30/30
Originality: 30/50
Gameplay: 50/50
Performance: 50/50
User Friendly/Intuitive: 95/100
Codebase: 150/150
FINAL SCORE: 420/450
FINAL THOUGHTS: Some modders and game developers stay within the constraints of the engine. Jordach has been known to make demonstrations displaying how far the engine can really be pushed, contrary to public belief. From a technical standpoint, Invector really is an amazing demonstration of this. From the very good AI to the even better nature of this being able to support custom maps, Invector really is a game that has potential to be played, as, well, a game.
Time seemed to really hurt a lot of people during this event. Glad to see you submitted something, though. Best of luck!
I'm glad to see there is music in the game and that it is an activate/de-activate sort of thing. I understand people running out of time, though. Hope to see this continue to be maintained!
Thank you for the clarification! I have updated the comment.
EVALUATION:
Visual Appeal scored low because: It has many mods bundled with MTG and it really shows. Nothing inherently original.
Sound/Audio Design scored low because: MTG sounds, no music, just emptiness.
Completeness scored low because: The game has the gameplay, but there is no goal other than getting the highest score.
License scored high because: All work looks to be licensed.
Originality scored low because: This is a concept that has been done before, nothing really original about this other than the slight change of environments.
Gameplay scored low because: If there isn't a goal to reach, there isn't a point to play. Unfortunately after a few minutes the game lost the luster.
Performance scored high because: There really isn't much that can slow this down.
User Friendly/Intuitive scored low because: No instructions, no objective.
Codebase scored high because: Alright, but what's with all the set_node calls?
GAME DESCRIPTION: Berzerkpt is a game similar to dungeon crawlers, where your goal is to kill as many enemies as possible.
RATINGS:
Visual Appeal: 5/20
Sound/Audio Design: 0/20
Completeness: 15/30
License: 30/30
Originality: 10/50
Gameplay: 20/50
Performance: 30/50
User Friendly/Intuitive: 50/100
Codebase: 100/150
FINAL SCORE: 260/450
FINAL THOUGHTS: Berzerkpt has the potential to be a fun, enjoyable time killer but fails at the part of keeping users entertained. I am too detached from the game when I play. The same four buildings get repetetive. Adding objectives and a little ambient music would really spruce it up.
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
EVALUATION: - Visual Appeal scored high because: Models seem to be original, skybox is reminiscent of CRT displays in arcades. Overall, I love how it looks.
Sound/Audio Design scored low because: Not original music, stolen from Pac-Man. Sounds are also ripped. Sound playing is also confusing.
Completeness scored low because: It's a Pac-Man clone. You seem to load in schematics (not even the user) and I can't even load ghosts as it crashes on 5.5-dev. Tried with all creative and damage permutations.
License scored low because: You didn't seem to license any of your own assets or code.
Originality scored low because: Pac-Man is not an original concept, nor does this take a unique approach other than shifting the camera.
Gameplay scored low because: It was incredibly boring, for reasons I will discuss later, overall it is just simply menial.
Performance scored low because: Not only do load a plane of grass for some reason which I have no idea why, but then you force the player to place their own obstacles?
User Friendly/Intuitive scored low because: Your instructions were unclear, had many errors grammatically, and it took about five minutes for me to even realize what I was doing. when you place the arena, it sticks you inside of a wall and unless you were lucky enough to either have noclip or move to the right side, you have to make another world. Also, nowhere did it say for me to have to break nodes to get the pellets.
Codebase scored low because: Used from other mods/APIs, little actual work done. Also using nodes for pellets, which is really bizarre.
GAME DESCRIPTION: Arcade3D is a game remniscent (and a near-clone) of games like Pac-Man in arcades in the 1980s and onwards.
RATINGS:
Visual Appeal: 17/20
Sound/Audio Design: 8/20
Completeness: 0/30
License: 0/30
Originality: 10/50
Gameplay: 0/50
Performance: 20/50
User Friendly/Intuitive: 10/100
Codebase: 20/150
FINAL SCORE: 85/450
FINAL THOUGHTS: Pac-Man was a hit in Japan and America when it was released. I loved the game, and I was hoping I could give it a chance. Unfortunately, there are too many other glaring issues for me to enjoy this game. For example, you really take the fun out of it when the player must do everything themselves, from placing the map and breaking the pellets to placing the ghosts. Is this salvagable? No, but I recommend you redo it properly. Use entities for pellets, ghosts, place maps automatically, handle the game properly instead of piecing this together. I hope to see another version of this I can enjoy in the future!
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
EVALUATION:
Visual Appeal scored high because: Assets appear to be made for the game by the creator, and the biomes/color pallettes match up pretty well.
Sound/Audio Design scored low because: As far as sound goes, there isn't really any besides the beep made by the timer counting down, and the coins.
Completeness scored high because: As far as completeness goes, it is just a forwards scroller. Not much to be complete about it.
License scored high because: Work is licensed.
Originality scored low because: It's a generic forwards scroller wrapped around a balloon. Sorry, not much new here.
Gameplay scored low because: You can really only have so much fun with this game before it gets to be boring.
Performance scored high because: Little stuttering in the balloon, otherwise no problems here.
User Friendly/Intuitive scored high because: I didn't really know what my goal was, or the controls until after jumping into it. From the code it looks like you had a formspec to show it, but I never saw it in game.
Codebase scored high because: It's plain, but that isn't such a bad thing.
GAME DESCRIPTION: BalloonAir is a forwards-scrolling game where your goals are to collect coins and dodge paper airplanes.
RATINGS:
Visual Appeal: 16/20
Sound/Audio Design: 6/20
Completeness: 20/30
License: 30/30
Originality: 0/50
Gameplay: 15/50
Performance: 40/50
User Friendly/Intuitive: 70/100
Codebase: 130/150
FINAL SCORE: 329/450
FINAL THOUGHTS: It's alright for a game, fun to play for a few minutes but I see not much value in playing it for longer than that. Maybe making it competitive with an online leaderboard or server would make things more interesting. Let me know if you do!
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
EVALUATION:
Visual Appeal scored high because: It's just fun to look at.
Sound/Audio Design scored high because: Enticing soundtrack (although can get a little tedious after a while), sound effects are good as well.
Completeness scored high because: It does what it claims and features seem full enough.
License scored high because: Good, solid, permissible license.
Originality scored low because: This game concept has been done many times before.
Gameplay scored high because: It's actually pretty fun to play with others. It was an enjoyable experience.
Performance scored high because: Slight jitters in bomb throwing and spawning, otherwise good.
User Friendly/Intuitive scored high because: Instructions are simple to understand, did not notice scrollbar at first.
Codebase scored high because: Copy/paste in bb files, empty readme?
GAME DESCRIPTION: A competetive game whose objective is for players to destroy the most blocks without dying.
RATINGS:
Visual Appeal: 20/20
Sound/Audio Design: 20/20
Completeness: 30/30
License: 30/30
Originality: 20/50
Gameplay: 40/50
Performance: 40/50
User Friendly/Intuitive: 80/100
Codebase: 100/150
FINAL SCORE: 380/450
FINAL THOUGHTS: It's a great LAN game that really shows that Minetest is capable of handling other fun games, other than simple block placing games. Music is a nice touch.
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
EVALUATION:
Visual Appeal scored high because: Although shops are nothing special, the game itself looks alright.
Sound/Audio Design scored high because: Sounds are important. I would give 20, but the only song I head has this repeating arpeggio that gets rather annoying after time.
Completeness scored high because: The game accomplishes what it claims to do.
License scored high because: Permissible license.
Originality scored low because: Building replicas of buildings in games has been done for a while now.
Gameplay scored high because: It's fun, but I can imagine the game losing its luster after completing the schematics. Maybe add the ability to create them for players online?
Performance scored high because: As far as it goes, it isn't a taxing concept, but schems can take nearly a second to load in some instances. More of a Minetest issue, but my recommendation is to load everything at start and keep it loaded for a seamless experience.
User Friendly/Intuitive scored high because: Signs were hard to read at spawn, and putting errors in the chatbox is a little inconvienent to read. Otherwise, easy to understand what the goal is.
Codebase scored high because: Little copy/pasting in node defs, also I am a little uncertain as to why you get player names and hand it to a function when it is used repeatedly. Just pass a playerref and have the function grab the player name.
GAME DESCRIPTION: A game where your objective is to clone builds using items found in the shop for profit.
RATINGS:
Visual Appeal: 16/20
Sound/Audio Design: 15/20
Completeness: 30/30
License: 30/30
Originality: 20/50
Gameplay: 30/50
Performance: 40/50
User Friendly/Intuitive: 80/100
Codebase: 110/150
FINAL SCORE: 371/450
FINAL THOUGHTS: For a concept that isn't original, it is still intriguing and with a few small changes, I think it would boom as an online server. Defining custom sizes for schems and building them for others would be great. Timing the builds and having a leaderboard would be awesome.
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
EVALUATION:
Visual Appeal scored high because: High quality assets. I would have wished for custom animations for Sam, but otherwise good.
Sound/Audio Design scored low because: SFX, but no music in the background.
Completeness scored high because: It's a Subway Surfers clone, and besides some of the features of the game like coins on trains or powerups, it does a good job of giving you the feel of the original.
License scored high because: Work is licensed.
Originality scored low because: It's a clone of a popular mobile game.
Gameplay scored high because: It's fun, but you die if you try to run on a train. It's a little difficult sometimes.
Performance scored high because: Besides the loading times, reasonable.
User Friendly/Intuitive scored high because: Controls are listed, menus are simple and easy to navigate, and controls are sensical.
Codebase scored high because: Good, still a little irritated that I cannot run on trains.
GAME DESCRIPTION: Subway Miner is a game remniscent of Subway Surfers, where the goal is to get as many mese as possible while avoiding obstacles.
RATINGS:
Visual Appeal: 15/20
Sound/Audio Design: 10/20
Completeness: 20/30
License: 30/30
Originality: 10/50
Gameplay: 35/50
Performance: 45/50
User Friendly/Intuitive: 80/100
Codebase: 120/150
FINAL SCORE: 375/450
FINAL THOUGHTS: It's a good clone of the Subway Surfers game and with a few tweaks, it could bring hours of enjoyment to players.
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.
EVALUATION:
Visual Appeal scored low because: Overall, the simplistic feel is nice but it lacks some depth. However, this is a stylistic choice hence why this field isn't weighted greatly.
Sound/Audio Design scored low because: Sound effects are cited and used properly, but the lack of ambiance somewhat takes me out of the game.
Completeness scored high because: Game is mostly complete, has enough levels for an enjoyable experience while not too little to make it feel like a short demo. Please add more eventually!
License scored high because: All non-made assets are properly sourced and attributed, even if the assets were CC0. Code is licensed as well.
Originality scored high because: It honestly makes me think of Portal, while being clever enough to be an aside from the Portal series and be an absolutely blast to play. Great concept.
Gameplay scored high because: The puzzles are clever, they make you think. The level design is great and the GLaDOS-like robot with enough sass to be amusing really adds depth to the game. For a game made within time constraints, it is absolutely amazing.
Performance scored high because: No stutters, no lag, nothing that would make me believe that the game would run slowly. You could have really botched this and I am thankful you didn't.
User Friendly/Intuitive scored high because: If you are unfamiliar with dimensionally different games, this game would be rather confusing at first. However, the similar approach that was made with Portal where you are thrown in and forced to fend for yourself is nice.
Codebase scored high because: Looks pretty clean, some repetition but nothing that would really warrant a point dock.
GAME DESCRIPTION: Alter is a game where you start in a lab where experiments have been performed and you are in a quantumly entangled state. You must solve puzzles, increasing in complexity until you beat the game.
RATINGS:
Visual Appeal: 10/20
Sound/Audio Design: 10/20
Completeness: 28/30
License: 30/30
Originality: 50/50
Gameplay: 50/50
Performance: 50/50
User Friendly/Intuitive: 80/100
Codebase: 140/150
FINAL SCORE: 398/450
FINAL THOUGHTS: This is a game that from my perspective, takes inspiration from Portal but does a fine job of making it its' own game. I hope to see updates for this in the future!
NOTE: Recommended/not recommended is based on if the score is an 84% or higher.