Congrats to all the students who worked on this! I loved the art style and moody ambiance as I explored each level. There's some real creativity behind these character and level design elements. It was pretty challenging, but I was able to make it past all Seven levels.
I love the varying aesthetics of the different levels! And I think "the seven deadly sins" is a great theme to built around.
A few of the levels had a trap that a lot of platformer games fall into, which is that it's not always easy to tell what's a platform and what's scenery. (I fell a lot in Wrath, I think because there were ceilings; I recall in Gluttony that I was surprised that a windowsill wasn't a platform but a candelabra was.) Like I said, an incredibly common issue with games like this, but it's a thing to be aware of.
I don't know what the students' next steps are; if having put together a (very successful!) demo, they're moving on to another project, or if they're going to develop this more. If it's the latter, I know that I was thinking about ways the levels could differ that would tie into the theme (in Sloth, you move more slowly, or you can't double-jump; something with the gems in Greed...).
At any rate, kudos to everyone for a well-done project.
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Congrats to all the students who worked on this! I loved the art style and moody ambiance as I explored each level. There's some real creativity behind these character and level design elements. It was pretty challenging, but I was able to make it past all Seven levels.
I love the varying aesthetics of the different levels! And I think "the seven deadly sins" is a great theme to built around.
A few of the levels had a trap that a lot of platformer games fall into, which is that it's not always easy to tell what's a platform and what's scenery. (I fell a lot in Wrath, I think because there were ceilings; I recall in Gluttony that I was surprised that a windowsill wasn't a platform but a candelabra was.) Like I said, an incredibly common issue with games like this, but it's a thing to be aware of.
I don't know what the students' next steps are; if having put together a (very successful!) demo, they're moving on to another project, or if they're going to develop this more. If it's the latter, I know that I was thinking about ways the levels could differ that would tie into the theme (in Sloth, you move more slowly, or you can't double-jump; something with the gems in Greed...).
At any rate, kudos to everyone for a well-done project.
Thank you for the amazing feedback and I know my students will be proud to read this.