I have played almost all of the entries — Asteroyds by @HyroVitalyProtago is a such a huge piece of work that will take me some time to integrate and play. In the mean time I am posting feedback for all your other entries.
EDIT Time Winders doesn’t need to be re-sent. I just need to learn to paste it properly
Thanks to everyone who submitted. Every entry has been a great deal of fun to play with and explore. I’ve been really blown away by just how good every single entry is.
Note, this is just feedback from the time I spent with each game. We haven’t yet made the decision about which ones will initially appear in Codea Play, or in which order, and so on.
Asteroyds by @HyroVitalyProtago
- Overview: Re-creation of the Asteroyds board game by Ystari
- Extremely deep gameplay
- Integrated rules, character art
- Great opening
- Unfortunately we can not distribute this as part of the competition. It contains property owned by Ystari
Time Winders by Peter Royle
- Overview: Time-manipulating puzzle game
- Very fun idea, easy to learn.
- Drag mechanic works very well
- Game state is very obvious in the form of ticks for “solved” planets, making it easy to see what to tackle next
- Time slider is great. Dotted lines behind ships make things very clear.
- Was disappointed that there weren’t more levels — I was having fun
- Would consider locking the game to LANDSCAPE_ANY orientation — portrait doesn’t seem to fit some of the instructions
- Changing orientations mid-game causes issues, would at least set it to lock to initial orientation
BLOCKade Runners by Tony Stedt
- Overview: This is a cross-over between Breakout and Space Invaders
- Great use of sprites
- Simple idea based on breakout example, takes concepts from other projects and uses them well
- Should allow touch-anywhere to start instead of having to tap the start text
- When the level changes the ball should be reset at the player position instead of continuing along its path
- Would consider allowing a second touch to “interrupt” the first touch. That is, you should not have to release your finger on one side of the screen to move in the other direction. Always use the latest touch rather than the first.
Bomber by Dan Pollard
- Overview: Timing-based bomb dropping to level cities
- I think the opening screen looks brilliant. Great colour, font, title.
- Simple timing-based game mechanic. Easy to learn, but punishing when you make a mistake (in a good way). Rewards planning ahead.
- Really like the integration of the standard Codea buttons (bottom bar). Gives it a unified feel.
- Could be a fun project to improve the building graphics with some nice random procedural algorithm.
- Would be good to add particle effects for building explosion
Flower Generator by Ipad41001
- Overview: A flower card maker that ties into the screenshot feature
- Sweet idea. Well implemented.
- When the screen says “Take a picture” I would suggest drawing a circle behind the camera icon.
- Suggest changing the name to “Flower Maker” — “Generator” sounds a bit technical
- Suggest adding a gradient background with a nicer colour, can use a small image and stretch it out with smooth()
Help the Fish by Nat Pryce
- Overview: A physics-driven catching game that encourages exploration
- Beautiful use of music (uses ABCplayer), art and design. Emoji works great as the fish and obstacles.
- Clever reeling-in mechanic
- Very nice menu and tutorial
- Novel use of physics
- Left / right movement rapidly accelerates and often feels a bit out of control. Is there any reason the left / right movement couldn’t be proportional to finger movement? Or even directly positioned by touching the character?
- Character acceleration makes line extend. Is this intentional? What is the reason for this behaviour? I feel like it lets down and otherwise great mechanism.
- Reeling in the line (dragging up) could make a sound. Sometimes it feels as if I’m not having much effect, a sound would alleviate this and reinforce the fact that I’m doing something.
- When the line catches a fish it swims off-screen with it like crazy, is this intentional? It feels a bit strong.
- Fish sometimes swim over grass
Orb-Bits by Mark Sumner
- Overview: Lunar lander in polar coordinates
- Great name
- Simple goal
- Game is pretty hard. I think getting to a planet should re-fuel your ship.
- Level transitions are fantastic
- Not obvious that you can fly through a planet from below it. This makes things easier (though still quite difficult).
- Why does it beep when you start on a planet? It feels a bit ominous.
Plane Crazy by Mark Sumner
- Overview: Top down flight simulator
- Incredible use of the accelerometer controls. Great feeling of actually flying.
- Scrolling landscape is beautiful
- Really nice flight instruments, they look amazing and integrate well with the standard buttons.
- Nice tutorial / pilot log book. Well done.
- Cool engine sounds
- Nice attention to detail — deserts, beaches, grassy fields. Gives a feeling of exploration.
- Mini-map is hard to read — it would be nice if the plane’s direction was more clear on the mini-map. I found myself circling just to try to spot the direction of movement.
Space Puzzle 8 by juaxix
- Overview: An exploding match-3 game set in space
- Great controls, tilt to aim, touch to fire.
- Great style. Very creative use of sprites.
- Right-side menu (space ships holding up the numbers) is awesome
- Excellent level transitions
- Boss level!
- Sometimes the aim feels a bit off — shot doesn’t go in direction of arrow exactly
TouchLine by James Frost
- Overview: A very clever multi-touch avoidance game
- Unique multi-touch mechanic that works brilliantly
- Beautiful background with drifting stars
- Love the warnings at the edge of the screen before the orange spheres enter
- Arcade style high score entry really suits
- Circles render with slight shading, nice touch
- Nice looking power-ups, emoji?
- Shield feels like the weakest power-up
- Highscore 19161