Positive: I like how well the split screen is done. There’s probably a good way to do this in Unity that I’m just unaware of, but until I learn I’m just going to assume you’re a genius and you did that manually. I also just generally find the concept good and I appreciate the simplicity of it, and how easy it is to understand and operate.
Suggestions: I think the two minigames could either use a tie in to one another in scores (maybe missing arrows also loses you points) or another gimmick that doesn’t make you feel like you’re playing two minigames for no purpose. I also think that the left side could use more colors than default Unity gray, but I wouldn’t blame you if you didn’t change it.
Build: I played the WebGL build in-browser on itch.io.
Play Sessions: 5 Play Sessions, roughly 27-36 seconds each (shortest/longest runs).
Positive: (1) I personally like how the colors of the arrows and balls are the same on each side of the screen, and the background colors are similar enough to not be distracting but different enough to still feel a clear distinction between both sides. I appreciate not losing points for balls falling past the bar, as a new ball is spawned with each arrow hit. (2) I also like the information the end screen provides: Win/Lose, Score, Missed Arrows, Time, as well as a restart option without refreshing the page. I also like how the balls spawned on the left side appear to leave the bar at a randomized angle, it gives some more variation rather than if they all just shot straight forward.
Suggestions: (1) It seems as though the “Time to Beat” only records the time from that run, I tested this by letting a game run extra long after achieving 27 seconds. The subsequent run came in at 51 seconds. I think perhaps changing the text to simply “Time:” or coding the game to retain your lowest score in the session without refreshing the page could make this more clear. (2) As this game is a “DDR/Atari Breakout hybrid”, I also think it could be interesting to add some kind of point system with the arrows, such as bonus points for “Perfect” arrow hits, slightly less for “Great”, baseline for “Good”, etc. This could add some more variation to top scores, making a high/perfect score more coveted.
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Game: Break Rhythm
Developer: Mason (Klunk06)
Playtester: Onyx Swanson
Date & Time: 10/6, during classtime
Version: Final
Build: WebGL
Play Sessions: Couple of times
Positive: I like how well the split screen is done. There’s probably a good way to do this in Unity that I’m just unaware of, but until I learn I’m just going to assume you’re a genius and you did that manually. I also just generally find the concept good and I appreciate the simplicity of it, and how easy it is to understand and operate.
Suggestions: I think the two minigames could either use a tie in to one another in scores (maybe missing arrows also loses you points) or another gimmick that doesn’t make you feel like you’re playing two minigames for no purpose. I also think that the left side could use more colors than default Unity gray, but I wouldn’t blame you if you didn’t change it.
Notes: Hi Mason