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goldenPiGames

158 Game Reviews

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it's mostly good, but the phase intros aren't skippable, the third phase has too much HP, there ought to be health bars in general (or at least some indication of how much progress you're making), and, most critically, why on god's green earth would you make the controls X and spacebar???

So, first, I've gotta echo PersistentDreamer's points. Not being able to save is a shame. Tje items are such a colossal pain in every way that I think you'd best tear out that system and redesign it from nothing. I got the bug where the entire battle results screen is black apart from the floating orb, twice, and a similar thing also happened to me once when I paused. In the scene after choosing to choosing to tuck Joh in, the game went black.

Apart from that, I also think the game has problems with visibility and fatigue. The spritework is great, but I'll barely see it when my eyes are mandatorily glued to the top of the screen. The bars expanding like they're coming around a carousel is kinda neat but ultimately I think it would better to just have them stay one size. And not only is it half the screen away from the beautiful spritework, they're also as far away as physically possible from the health bars. Heave you considered making each bar (as well as the target zone) extend the entire vertical height of the screen? Then you could look anywhere up and down the screen - combo and SP at the top, sprites in the middle, HP at the bottom - without having to look away from what you need to be looking at.

Then the fatigue. Just give us a break of a few measures at a few points throughout the song to let us regain our composure and shake our fingers a bit, please? You could take that time to let one of the combatants say a one-liner or pull of a dance move if you don't want that time to be completely empty.

SquishY-Bottom responds:

Great suggestions, reworking the health is definitely a must. Been brain storming a better item ui design as well. These are great suggestions, I'll probably opt to add breathing room in battles with dialogue, that's a good idea.

The controls are a little wonky, but fun, general. But there are two real problems. First, when the camera decides to lock in on an area, it's almost impossible, so please don't make it do that. Second, it stops taking input when the mouse leaves the game window, so see if you can make the engine capture the cursor to prevent it from leaving.

Interesting idea. If there was a better visual indication of you current altitude, it might actually be playable.

you have a cute and interesting game here, but the one-hit-kill-unless-you-use-a-limited-consumable is one of the worst bits of game design i have ever come across and singlehandedly drags the game down to basically unplayable garbage

"more dynamic" I've eaten cereal more dynamic than this. There are only two enemies, one of which his a variation of the other, and which both use the same baby's first chase-the-player routine. There are only four upgrades, and most of them are bad.

The staff upgrades are more or less detrimental after you get over 20 damage because they increase the intervals between shots for some reason and you can't aim while shooting a burst. I can't tell whether the books' rotation speed fluctuating is intentional. The laser is so slow to recharge and so slow to cast that it's nearly useless. The boots are alright I guess.

Health is nearly impossible to get back with how pitifully little the health pickups restore and the lack of any regeneration upgrades; if you get unlucky and trip over a slime on wave 4 that might as well be your new max health.

Snow-Hex responds:

Calm down my friend, you came a little stressed, sorry if the prototype with only 40 days of work did not meet your majestic expectations, thanks for commenting.

I like the game but the cutscenes are badly in need of subtitles. Also, when you're setting the width and height of the game embed, you need to account for the bar that unity adds at the bottom, or the top gets cut off.

traguilar responds:

Thanks for your comment ! Yes I know that the cutscenes are a bit cheap but the game Jam was short and I couldn't do best with the time I had.

And for the screen size I know that there's problems but I don't know why. Can you please give me some advices in private messages to help me with this ?

A precision platform game with pretty awful-feeling platforming. The jump in the very first section requires an excessive understanding of the game's sticky momentum.

I don't understand what purpose a life counter serves in this skill puzzle game

This game surprised me with its depth and enjoyability. I like the animations and some of the mechanics, but as you admit, the level design isn't always great, especially the straightaways with not much happening.

Just a minor gripe, when you go up through a screen transition, those blocks should be non-solid, so you don't see yourself hit your head as the screen fades to black. Also maybe you should get some horizontal velocity in the new room so you don't immediately fall back down.

Also I got softlocked. I'll send you a screenshot.

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