I played the game and I liked it. I appreciate you taking the time to put it in WebGL format to make it more accessible to me and the other 3 Linux users here.
I can easily see this as being a mobile game, it just needs more levels.
The attention to detail was good. On some levels I could see the shadow of the dragon on the trees in the background. It didnât go unnoticed.
Like @Zangk mentioned, sometimes the foliage in the foreground obscured the view of a coin or other, but I found this to be a little more part of the challenge and not a bug, as it was only momentarily and it was pretty obvious after a little movement that a coin or something was there to be collected.
I also had a little trouble clicking the wrong mouse buttons once in a while, but I donât have a better suggestion to fix that. That decision would ultimately depend on how you would want your final export, whether console, mobile, web, etc.
I liked the music and the effects. The controls were very smooth and not clunky. I only had a few problems negotiating the courses, but those instances didnât take me more than a few tries to pass, so there were challenging, but not impossible, which is very good.
The varieties of enemies was nice, and each enemy had a distinct appearance and movement pattern.
There is nothing that I âdidnât likeâ about the game.
The pacing of the enemies was a little slow, but that forces the player to try to move faster and risk making mistakes, which is a good challenge for a time-based game. I was not playing for time, so I did not get perfect on all levels, but I did play all 10 levels.
HmmmâŚwhat would I change about itâŚI guess the biggest thing that puzzled me was âWhy would the dragon die if it touched a rock? Those things are climbing machines!â Also, I get that the containment has to be some sort of challenge, so it is what it is and I understand that.
Iâm glad there werenât many levels like level 10 where the background pushed the player forward. I donât mind that mechanic used once in a while in a game, but games built on that mechanic are aggravating to me and I lose interest quickly.
I think if I were to change anything, I would consider each different level like a âWorldâ as in Super Mario Bros. meaning that I would expand each theme out to be about 10 levels each of increasing difficulty.
The open cave, the day time forest area, the night time forest area, the castle exterior, the castle interior, maybe a lava cavern with lava-falls and falling rocks to dodge, maybe some lightning in the right places or a thunderstorm where appropriate, maybe use the Y gravity setting in Unity to have a âwind effectâ that pushes the player gently to the right for increased challenge, etcâŚjust a few ideas.
I really think you should continue to develop this and see where it goes. Iâm sure youâd be able to come up with at least ten unique âWorldâ themes (I think a couple of them were used twice in this iteration) and at least five unique stages per theme. You could easily build this out to somewhere between 50 ~ 100 levels with more effort, and it would be worth putting a price tag on it.
Anyway, long story short, I think youâre on to something. It deserves more work to be a game you can sell, but I can easily see people paying a few bucks for this game on Google Play or a similar platform.
I would like to challenge you to put in two months of serious work on this and show us what you have at the end of September. I really think youâre onto something.
Oh, also, you might consider naming the characters, as players seem to relate more easily to characters with names. It doesnât really have to be anything fancy, but a name leads to a persona and an attitude, and even if these have little or nothing to do with a game-play mechanic, the will make the characters more relatable and like-able. Like Smokey the Bear prevents forest fires, Dora the Explorer likes to discover stuff, Solid Snake is a tough soldier that sneaks around like a snake in the grass, Master Splinter likes to eat sticks and chew on wooden furniture, etcâŚI think you get the idea. Just a thought.