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This was an insanely cute game with a wonderful outcome. I loved the experience I got and it reminded me so much of Y2K / powerpuff girl games from the 2000s. I also think it was more challenging than I expected which is honestly a fun surprise. Well done. 

Really unique style! I really love this main character design which gives me a retro, elegant but cute feeling. But as a platform game, if you fall you would die. This is so strict hahaha

I actually love the color and the art pieces you guys put in a collage. However, I feel like the only 1 life (player falls down and gets back to the first scene) is not a good mechanism for an exploring game, I got frustrated when I am in the third scene and then fall because of the rough collider, which could be another thing to improve -- to make the colliders more fit the illustrations. Also, it seems like the all the illustrations have only one layer to stand, it would be more fun (and more robust if the player falls) if there is something to stand below the roof.

I think the strongest thing about the game is the aesthetics and character design. I love the vibrant and adorable art style, it added a lot to this game. I think the game mechanics could use a little fine tuning, but the foundation is super solid and could manifest in an adorable adventure game if you had the time.

Wish you all feel at ease and find some good adventures in NYC. The unique art style and a good idea of combining the walk slim game and our experience.

I really love that you guys decided to treat "literal" signs as "physical " objects in a virtual setting. This really inspired me to explore the potentials of game engines and their potential to be great narrative devices! 

Loved the concept of this game and really enjoyed playing it. I think you could experiment with the game mechanism a little bit. Make the narrative of the game evolve a little bit by introducing newer challenges and incentives as the game progresses. Some experimentation with animations would be good. 

The artwork and visual aspect was amazing

Very cool concept, moving through NYC. Sometimes the colliders can be a bit confusing to jump on, not sure where all the platforms are. Consider adding enemies, also give the player a reason to collect the boba tea. It feels like beambeam needs some simple animation as well (walking, jumping, etc). Interesting concept but could be a little bit more fleshed out later.

I enjoy the overall concept you guys have come up with, and the design style is also cool. But I feel like if the game could add more game mechanism and different challenge in each level would be more complete. The game right now is a little unclear to me.

I love the game idea that the player goes to famous places in NYC. The visual is very appealing. I think that you can add some storyline, history of the famous places or some old memory. People can  get more engage in the game. You can also add climbing interaction in the game. 

Great idea and I really enjoyed the visual elements in the game from the title card to the end of the game. I also liked that each level was a different color to create a feeling a variance between the levels. The character design and aesthetic is super appealing. I think it would be helpful to create a ground or something to land on to make navigating the level a little easier. Also, like we said in class, it would be also helpful to the story line to have some sort of counter or maybe different items to gain in each level to make everything a little more clear.

Your game is adorable! I love the graphics. I agreed with people in class about adding colliders to make sure the player doesn't fall down the side. You could also enable a double jump so they can get back onto a height.

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It is a cute idea bringing the famous places in NYC to the game. I like how you incorporate typography as part of game elements embarking the tour/journey of the city. For a cohesive visual experience, as you implemented the typography, I would stick to typography elements for the game's visual design in environment or interaction. For example, combining with the idea I suggested in class, you could trigger English popping up translating Chines beautifully aligned with the building designs while the player jumping around. Applying Graphic design's layer grid system in news papers to your game design would not only curate more aesthetically attractive game appearance also probably provide a space to be more creative with interesting player's behaviors and movements such as climbing or moving around between news paper grid spaces according to a storytelling. or, since you are taking a sort of magazine heading look, magazine style game design. so many possibilities with your fashion and design savvy.