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goldenPiGames

158 Game Reviews

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People who have never played your game before have no idea how your game works. That seems like an obvious fact but you apparently don't get it. You need to, like, actually teach people things. You need to tell them how the mechanics work, and you need to let them do that by themselves to really understand it. As it is, the first level is a compete abomination of game design. You have several platforms in between the start and where the actual stuff happens. You have vague instructions that don't actually tell you how the mechanics work. The big jump itself is way too difficult for literally the first thing the player has to do. If you fail, you have to stare at the logo for 5 seconds and then jump across the platform for another 5 seconds. Oh, and if you were holdinng right while trying to make the jump, you'll probably immediately die again by walking off the platform before you can react. Please, just have some shorter levels, easy ones where what you have to do is right there, before getting into the meat of it. Also, the background makes it sometimes impossible to see, the wall collision is incredibly bizarre and inconsistent, and the end stage only mentions the itch page so apparently this is illegally reuploaded here.

InnerDemonsENT responds:

Yeah yeah. We got some feedback and are planning a full recode of the game. Also I forgot to remove the "beta endgame room" which is what you're referring to. I'll update again today fix some things and after the full recode we'll save your feedback (among other people's) and make the game more playable. Sorry for all the trouble and hey - thanks for checking it out!

- J. Paradox

I died to the Sandman in the prologue and lost all my progress and I can't skip the intro without missing out on vital lore. Bleh.

beenibroh responds:

At least you like the music I did :)

OhHeyJude responds:

I think I'll implement a feature where you can skip the cutscene. Plus Ill add another warning screen warning you to save often.

Wow, this may be the most genuine twist I've ever seen in a game. Meaningful, too.

It's a cool concept and the spritework is nice. But the game crashed during the big level. I had just picked up a blue chaingunner guy and shot a red pistol thing. I can tolerate the crashing as long as I don't lose everything, but there's no level select, so I couldn't get back to where I was, which really sours me.

This isn't how you do random generation, this isn't how you do darkness, and this isn't how you do bosses in a platformer game. The game is just a series of uninteresting rooms one after another, repeatedly making blind jumps and running into unavoidable projectiles and unseen enemies. Boss attacks are telegraphed far too late - did it start its beam attack while your were jumping? Too late, you're dead.

Keyboard controls jam all the time, badges don't unlock, and the physics are really screwy. The final level doesn't even play he way it's supposed to, as you can just go back when you're halfway through the one-way blocks.

It exists. The transitions are way slow, I don't know what anything does, and the nimble class in RPGs is called "rogue" but I can't tell if the misspelling was intentional.

LeviRamirez responds:

Yeah, so you try things out and see what they do. That's the fun of it lol

also the I fixed the spelling, oopsie

Decent as a platformer game, but the controls feel too quick to the point that it's hard to move how you want on narrow platforms. The wall jumping especially is nearly impossible to do consistently. I also have no idea how to get the bone in the rectangle.

It's a neat concept, but the level design is... bad. It eschews the interesting puzzle-platformer thing you had going and just makes almost every level a platforming gauntlet where messing up just means you have to redo the entire stage, and there's no puzzling beyond noticing that you have to do this before doing that.

Play my games, they're okay

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