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tydaze

19 Game Reviews w/ Response

All 43 Reviews

Well, it basically is just Asteroids. But you very quickly get surrounded by enemies with no real way to escape without taking damage, limited by the speed of your rotation. This is a good solid start to a game that could be improved with refinement.

emerika666 responds:

Thank you for playing and the feedback. I updated the game so that the turning is a bit faster. I'm thinking about releasing a version of this game with all of the things I wasn't able to implement during the jam so stay tuned!

Love the early 80s arcade game aesthetic! I really like the cabinet art and the pixel art, and you even have the test screens!

The gameplay is maybe a little too authentic to the era. Could use some quality of life improvements. Having to get a running start to get any distance out of your jump is clunky, and though accurate to early 80s games, I think it would be better to have more control over the player character's momentum in the air. The enemies come out of the elevators very fast, it would give the player more time to react if they waited just a moment longer before stepping out. Also the screen size is big and the sprites are very small, making it kind of hard to see what is going on.

Notakin responds:

That's some amazing suggestions, considering these changes in the future.

I have a tip for anybody like me who is uninterested by the smartypants puzzles. Just click on "Neko" and you can play with a cute kitty instead.

Deklaration responds:

valid strategy.

Basic platformer game, with poop and dicks. The level design was a bit uninspired and it wasn't really funny to me, but I like the art style, and overall it's surprisingly well put-together for a parody game.

Chris responds:

I try not to half ass things. Even if it is just an elaborate dick and fart joke

Not too bad for being made in only 5 days. Did you make all the art and music yourself? If so that's really impressive!

The art style is nice and I liked the plot twist. Not too much to the gameplay, but it was nice to see some original concepts with the candle mechanic. I appreciate the walking speed being fast, but it's just a tad too fast, I did accidentally bump into blocks or reset buttons a few times I didn't intend to. I noticed that the pushable blocks go through each other which seemed like an oversight. I wasn't a fan of having to wander through a maze while steadily running out of fuel; it was more of an annoyance than a fun kind of tension, especially when utilizing my only means of self defense made it so I ran out of fuel and could not progress through the maze.

I have to give this only 3 stars, because it's solid, but I wouldn't really recommend it to anyone. But it shows promise as a demonstration of your skills in a wide range of disciplines and I look forward to seeing what you make in the future.

ArtistGamerGal responds:

Yes, all the music and art was made by me! Thanks for the honest feedback, it really helps.

I like the graphics. They are playful and colorful.

The controls are very janky. If I hadn't read the instructions, I never would have guessed the amount of time you spend on the ground is what causes the jump height to vary. Some kind of visual bar that fills up to indicate your Jump Power would make the mechanic more apparent, and help so that you're not just having to guess at how much you have built up. I still don't think it would be fun at all, but at least it would be comprehendible.

The soundtrack feels similar to sensation of having a throbbing headache.

I appreciate the sense of humor. But even for a silly humorous game, I still would like for the character to control responsively.

NattoSumi responds:

Thanks for the feedback! We're working on fixes and improvements. Check the patch notes for new version 1.0.1!

I can't seem to figure out how to control which direction I am shooting in, am I missing something?

EvanMMO responds:

The UI in the bottom left of the screen tells you.

Where is the level?

DaveGiantSlayer responds:

I know, it isnt much of a level and the new grounds version kicked the audio for some reason. Thanks for trying!

I like the concept and the art style, the level design is good. There are some things I think could be improved.

Something feels off about the touch joystick. It seems to greatly favor diagonal movement, especially when held at less than full force. Making it difficult to move the character straight vertically or horizontally.

Even with keyboard controls, when you walk into a wall at a diagonal, the character gets stuck, instead of gliding along the wall as you would expect. And you bump into walls a lot, with how narrow the corridors can be. I have to be conscious not to press two directions at the same time, for the game to be playable.

For these reasons, I think it would be preferable if movement was constrained to 4 directions in this game, unless the diagonal movement controls can be improved.

One other thing I noticed is that the goblin archers' hitbox is too big. You can die from your foot touching the air above their bow. You may know this, but the hitboxes are important in this game in particular, because the player is encouraged to get close to the enemy to place bombs next to them. As a general rule of thumb for 8-bit style games, I would recommend starting with a rectangle that is the width and height of the character's body (not including extremities like hair and ears) then playtesting and adjusting from there.

EDIT: Since the game has been updated, the movement when walking against walls has been improved, and the smaller hitbox on the archer goblins feels more fair. Although with those issues fixed, I find that there are other things getting in the way of me enjoying this game. It's frustrating the way that bombs detonate instantly when an enemy touches them, and how the character loses all momentum when placing a bomb, but that's probably mostly because it goes against all my muscle memory from the way that placing bombs usually works in other games, especially Bomberman.

KageKMB responds:

Wall issue should be fixed, (changed movement from move_and_slide() to move_and_collide() ). Please tell me if it's better.

As far as the hitbox on the archer - it was the size of a full tile but now 1/2 of one.

I adore the art style

maxoakland responds:

Thanks Ty :)

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