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JorisRollfox

74 Game Reviews

26 w/ Responses

It's a 5-minute fun game for desktop.
The screen doesn't scale out enough for me on mobile, meaning that I can't see all objects.

Awsome! I played a demo a year ago and I was immediately hooked. It has the same appeal as any deckbuilder but a much lower barrier to entry (especially now that the tutorial is much smoother), yet there are a lot of of fun strategies you can try.

I really love the art, so it's such a shame that I have no idea what's going on.

Just like Gretgor I thought this was just gonna be a Flappy Bird clone, but I was happily suprised.

I really like the art, the bird looks a bit out-of-place due to its flat colors but I still like how dynamic it is.

I also really like the gameplay, though I would allow the arrow-up key to glide as well. The spacebar is a bit unfomfortable for repeated use, at least for me. I would also limit the amount of jumps to 3 instead of making them shorter & shorter. While you feel more like a distressed bird because of your last few insignificant flaps, it is also quite frustrating.

The puzzles are overall neither too easy nor too hard, I especially like the fact that 'failing' a puzzle generally doesn't mean you have to restart the level. Most of the time you can find the answer with a bit of trial & error, yet it feels more like experimenting than just trying random stuff. However, by the time I reached "Tall" I wished for a break from the mental strain, and perhaps a bit more variety.

The art is gorgeous btw. I think it could only look better (though perhaps also more artificial) if the animations were synchronised.

PS: I think the game would work really well as a mobile game, though I find it hard to imagine a profitable monetisation model for Wiz on mobile. Do you already have an idea?

While simple, the game looks & sounds great. So it pains me to say that it is also highly frustrating.
Respawning takes quite some time for narrative reasons, and while it looks cool at first it quickly becomes frustrating as you die very often.
This is due to the character moving & falling fairly quickly, which means you have to react quickly. However, you are not always given enough time, as some cheap death traps are placed immediately after the entrance of a room.
Furthermore, the poor rollover on my keyboard means that if I press space + 2 arrow keys at the same time it ignores all of them, generally leading me to fall to my death. If I could use the UP-arrow to dash this problem would be circumvented, and I would like to try the game again if this becomes an option.

A solid experience for 5 minutes, with narrative & gameplay which while simple don't overstay their welcome. Though it could use some polish (the controls are a bit wonky & it could be clearer when leaving the screen leads to progress and when it leads to your death), the StuffedWombat charm is definitely spread throughout the art & writing. As such, the credits are likely my favorite part of the game.

I love the serenity XD

Though many of the levels felt a bit haphazard, as some of the objects felt a bit randomly positioned. You can easily fix this by placing things on a grid, while I don't know how easy that is in Unity it feels a bit more polished.
Also, the ways in which you could manipulate the objects also felt a bit weird, albeit refreshing at the same time. I don't think I've ever seen a puzzle game where you can move AND rotate a platform, so there's definitely potential for more.
Lastly, the pacing overall was a bit too slow. One thing that can help is making the creature-spawning pipe an on/off thing instead of spawning only one creature per click.

Anyways, for something made in a week it's quite well done. Do you already know what you're gonna try for your next game?

Interesting little game, though I would say it's too hectic for a meditation game even when playing it right. I also think that the controls could be communicated better: the Z button could just as well look like a Z, when you die I would show ENTER, and I would indicate that you're over relaxing by filling the purple bar with a second (green) bar.
Lastly, just one or two simple sound effect and music that switches between hectic & relaxed would add a lot to the experience.

Overall, it's a fairly solid experience. How much time did you have to make it?

amidos2006 responds:

Thanks a lot :) I can see the point your talking about. I was trying to reach more of understanding the concept because it will bring u peace in our hectic life. It took me like between 4 to 8 hours, I don't remember :)

Just wholesome.

My only complaints are that I had to read the description to figure out the controls, that you walk way too slow, and that the ingame art feels a bit inconsistent (e.g. the characters being way less detailed than the tree). There may not be much gameplay, but it makes the art feel just a bit more special.

To learn, have fun, & help others as a gamedev :)

Joris @JorisRollfox

Age 27, Male

Studying

Netherlands

Joined on 8/7/15

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