Bring Me To Earth
Bring Me to Earth by Katherine Gnus
Categories are rated from 1 (excellent) to 7 (poor).
Sound and Music: 6
- Song matched and I liked it. Only 1 song, no interactivity, and author didn’t create.
Graphics and Art: 1
- Fantastic! Failure screen came as quite a shock, given the completely different art style.
- Guessing that was the intention or you ran out of time.
- Can’t believe you took the time to make an ending with the frog legs coming out of her mouth.
- While there was no animation, the high quality artwork/paintings more than compensated.
Adherence to Theme: 3
- While the writing was excellent (technicalness), story felt forced.
- While I liked the writing, the story was stretched to incorporate the theme - somehow, someway.
- As a result, I feel the theme didn’t really help the game.
- I’m a frog from a distant planet (fine).
- I dream of earth, and build a spaceship to get to it (fine).
- I arrive at earth, but find a strange alien lady (as opposed to an earthling). Now you’ve lost me.
- Why is the lady an alien? It confused me and I was already kind of confused.
- Would have been better if less things were explained (since some explanations made little sense anyways).
- I really liked the unexplained potatoes (on the side). There were just there, and seemed to fit within this weird world.
Originality and Creativity: 2
- Loved the core gameplay. I’ve played tracing games before, but never a tracing game that wanted smooth flowing lines.
- Combined with the atmosphere established by the art, drawing those lines felt great (as opposed to 90 degree turned required by some other tracing games).
Technical Achievement: 6
- A fairly easy game to make, the effort appears to be the artwork which I’ve already awarded.
Overall: 3
- I would LOVE to play this game on a tablet or Wii.
- I will play it again using my mouse.
Comments:
- Liked the fact you only highlighted when I hit the line.
- Thought I would hate the invisible Level 2, but found I could follow the smooth flowing lines
- Level 5 - very ZEN. Thought i would hate it but it felt freestyle. Like the game was judging my own custom smooth lines. I know it wasn’t, but that’s what it FELT like. I would make the last level a freestyle level and ignore the rules. Just watch what the player does with the mouse movements and give him points.
- Disliked the intro screen key switching (space, enter, down). Stick to one consistent key. According to your readme.txt, you like this. I believe you couldn’t figure out how to stop enter or space from being held the entire time.
- Did not like Level 3, removes feedback, feels like my mouse isn’t working. It’s like making a racing game where in a level I can’t see my car. Did not like Level 4 for the same reason (I realize you probably had no choice with the scrolling).
- Would have preferred some movement/animation on the screen, beyond the line itself.
- Some indicator of my time limit (a countdown or changing colors or sound effect) is needed.

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