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George Gonzalez:
I really like the story behind the game and the art style. i think you could add more animations to make it look more like the way you move and  I think you could work on the jump feel as it feels like i am barely making jumps that should be easy to make.

I really love the art style and concept of fighting in a dream. The idea of using the hair for attacks is super interesting.

I will say that I think the controls are a little awkward, especially since F is to attack. It makes attacking while trying to move right uncomfortable, because you'd need to hold both the D button and the F button down. The movement also feels a bit heavy, but this is a nitpick.

Overall, this is super cool!

The theme is quite interesting and the level design is unique. Making the help screen more interactive to test out different powerups/characters would be a nice addition but I also think your first level generally answers most game play questions. The slider/bar for the remaining "hp"/ time left to play the level is certainly unique and works well with the visuals. One critique is that the powerups/ability for the second character could also have a bar/indicator of remaining flight time. The enemy design is interesting but taking "damage" from enemies, especially repeatedly, is not that clear. I like the option to pause. 

The sprites and style of the game look great. I love the objective of the game and the concept of completing each level while racing against an alarm. The animations are well made and the end screen of being able to sleep some more is so satisfying. Great game!

Chenny Yun: The concept of the game is really fun.  Making the borders with clouds was a great touch and tied everything together. The only thing this game is lacking is a bit more player feedback. Maybe some sort of animation that they player is getting hurt or some indicator that I picked up a heart. I would love to see a smoother animation for the attacks as the attack animation felt a little clunky.

Justin Rivera: The look and mood of the game are great! You guys did a good job at maintaining a style throughout the game and keeping the tone focused on what you wanted the player to feel. It really does give a dreamy vibe. I would like to see more indications of something happening when I pick up the hearts, as sometimes I couldn't tell how much health I was gaining. 

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Nathan Cantu: The style, the animations, the sprite drawings all of it looks fantastic. The game looks great and its a very creative concept. A couple of things is that I thought that the flying ability could be a lot more fleshed out. It doesn't feel needed and there’s no defense against the clocks when you have it. I also didn't notice the level indicator at the top right because of the font and thinness so every time I went to the main menu I would have to guess which level I was just on because I didn't notice it during the level. Game though looks great stylistically and you did a great job

Remi Vaughan: This game was super cute, the whole aesthetic was very fun and the mechanics chosen fit the aesthetic of the game very well. I really liked the time-based health thing, it really fit with the whole trying to avoid waking up thing. One thing I think I'd change is the player movement options. Get an exact idea of what you want the player to do, when, and why, and design everything around that.

Ashley Liu: The concept of being inside a dream world is very interesting and Inception-esque! Although I understand that the flying power ups are just to make things easier and not required to pass the level, I think that makes a very cool mechanic a little useless. Maybe making them regenerative and necessary would be better in this scenario :)

Michael Chen: first of all, very very cute themes. I really love the artistic works in your game, and I like the theme of your game as well, a girl doing a lot of fancy stuff in her dreams. Moreover, I like how you design the enemies as clocks which correlates the death of the character as waking her up by an alarm. Platforms are really smooth, and they don't have the cases when player can be stuck on the edge of them. I wonder how you guys achieve that. One feature that confuses me a little is the flying mechanism. I understand that you guys want to make the flying mechanism as a reward to the player, and I am thinking it will be much interesting if a certain level involves lots of flying. Personally, I love to fly in my dreams; I think implementing more flying time in certain levels will improve my game experience. Overall, great animations, great game, great work !!! 

Ethan Don: The art style is what really made the game for me.  The game was definitely designed with a clear direction in mind which allowed the levels to really look and feel like a dream world. I really enjoyed the features of the gameplay but some of them could use a bit more polishing. The flight powerup felt a little awkward and I was not always sure how it was supposed to help me. Additionally, I love design of the enemies but I was not sure if there was a way to hit them without taking damage yourself. This could be a design choice where you are supposed to avoid enemies as best you can, in which case that's cool. The alternative is I am just bad at the game and I want to just pretend that's not true. 

Overall great work. Playing through the game was a lot of fun.

Christ: Well, I played this game in class and the main point of this game is related to everyone cuz we all don't want to get up early (like 5 minutes snap will be perfect when wake up). For the level, player, and enemy design are so cute and funny!!! Also the animation is pretty good tho!! Well done!!!

Shaur Kumar: I love all the aesthetics in the game, from the sound to the sprite work. It's a very cohesive artistic direction for the game to take. I think the game however requires more feedback to the player in the moment to moment gameplay. For example, getting hit by an enemy lowers your time in the dream world, but there isn't a good hit indicator/damage indicator to showcase this. The character also does not gain any i-frames and so can just take immense amounts of damage. The flying ability seems arbitrary and unnecessary to the gameplay as it stands -- it should either respawn and be required for certain jumps, or have a more dramatic impact on the gameplay.

Yilin Zhao: The concept and the idea of this game are really great! I like that the player has to get to the next level before the timer is up, and how the timer stops when the player gets the snooze. Can see all the effort you put into this game. One little feed back is that I would prefer that the player can fly by itself automatically for some time before it stops and drops to the ground instead of having to hit the space button continuously to make it fly. 

Anik Barua: The game play is interesting! The theme and the story-line is unique and I can totally resonate it with my everyday life. The animation is top-notch for both the player sprite and alarm clock enemy sprites. I wish the levels were a bit expanded with different traps. One feedback would be - having a time shown to the player of how long they can fly after getting the boost will be a great help. Because right now its hard to understand how long the player can fly so they can get into to safe spot before losing the power. Other than that, the game play is smooth and totally enjoyed the game. Great work!

Shangyu:

I can see that you put a lot of time and effort into every detail of the game, making it very appealing and charming.

Firstly, I want to talk about the animation design in the game. Every scene and action is very detailed, and every detail is designed perfectly. Each frame of the animation is very smooth, showing the high level of game production. I really like the character animations in the game; they look very realistic and expressive.

In addition, the sound effects in the game are also excellent. Especially the sound of the alarm clock, it is very realistic and piercing, making it impossible to ignore. The design of this sound effect is really great, making me feel like I am really experiencing the pain and fatigue of waking up early in the morning.

Finally, I want to emphasize your creativity and effort once again. This game is a mid-term project, but you really made it outstanding, making it hard to believe. Your animation and sound effects are very sophisticated, which I admire very much. I sincerely hope that you can continue to unleash your talents and creativity in the game production field and create even more exciting game works.

Hah-Young Kim: I love the game feel of the player! I like how the player feels a bit "floaty" when you jump! It definitely fits the dream world environment of the game! I found the alarm and background music a bit loud and intense at times, but at the same time, I thought it was fitting! Especially since alarms feel very loud when you wake up to them. The visuals of the game are also super cute and smooth~

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Heejin: I love the story of this game where you are trying to snooze that annoying alarm to sleep more. I feel that. Also, the sprites and sound are great; they fit really well with the story. I agree that the power up helps me completing each level way much easier. It is definitely a must thing here. Also, I mentioned in the zoom chat that it is great to see those clouds, indicating the end of the world. I am glad that you added that part. Moreover, the particles showing up when the plaayer moves are cool. By the way, there is a typo in the help scene. It says "exist" the level, which seems like it should be "exit" instead.

Yanglin Tao: The concept of the game is really attractive and relatable to the audience. Levels are well-designed such that players feel a smooth transition from easy, to medium, and then hard. The overall player experience is excellent and has lots of feedback. This game contains a lot of cute details. For example, I really like the different emojis of clouds and how you can attack the "alarm" enemy with your hair!

Theme, sprites, and music all harmonize really well here. I especially like how you bound the levels with clouds and draw little faces on many objets - makes if feel dream-like. The attack animation feels a little out of place and sluggish. I wish there was some acknowledgement or reward for making it through the level with more time left over like a score. I also think the alarm clocks can be more punishing since I never really ran out of time.

Nishma: I really liked this game, it was so cute and so relatable lol. The story and theme behind the game is something that draws players in. And the level designs were nice, and I like the clouds as the border, and the choice of color and aesthetic. The player animations and controls was cool, too, since it matches up with the theme, like how the attack is with her hair. It would be nice to see a little more of the screen when you're like going down, but I really liked this game!

Cool game, nice art work and originality. I found the attack on "F" to be a little inconvenient and awkward to click somethings. Other than that its a very fun game. 

Yuxuan Lin (Kerwin): I like the theme of the game which the player hates the alarm don't wanna wake up. The noise of the alarm is really annoying. Perhaps you made it on purpose. The setting that the girl can transform into a little angel so that they get extra ability is quite good. One little thing that could be fixed is that I didn't know how to attack until I checked the help menu. Other than that, everything was great!

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Sergey: It's was fun playing it. The idea is basic but interesting. I would like to see more clouds so I could jump off them, it would be fun. 

I like the overall designs of each map, especially the one with a heart. The art, audio, and music fit the theme of the game very well. Some visual feedback when the player gets hurt would be nice.

I really like the overall art style of the game. Super cute.


The concept of death in this game is also very special. Waking up == death is very philosophical. It reminds me of the story of Zhuangzi dreaming of butterflies (you cannot tell what is reality and dream!)

At the same time, the way the character attacks and the way the enemy attacks is also very much in line with the theme of the game and the characteristics of the character itself. Like the girl won't shoot bullets or something, she just use her hair to attack.