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goldenPiGames

44 Game Reviews w/ Response

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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.

"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 ?

Much more engaging than I expected at first.

I should tell you, though, there's a bit of an oversight with the inventory. If you craft a stack of ammunition while you already have that type equipped, you can't ever combine the stacks. If you try to equip the new one, it switches the stacks instead of combining them. If you unequip one, there's apparently no way to combine the stacks, I guess because the game never expected it to be possible to have two separate stacks of the same thing.

masonmcleen responds:

yeah that's an oversight i forgot about. The way crafting works is it puts the crafted item in the first empty inventory slot. the slots all have IDs assigned to them and the first 30 are basic while 31 is armor, 32 is ammo, and 33 is trash. When you craft an item it only checks if one of the first 30 inventory slots are empty to prevent the item from going into a slot it's not supposed to be in. I will fix this oversight in the upcoming update, thanks for reporting it to me!

Man, this game would probably be pretty good if the text actually displayed all three lines instead of cutting off the last one. And if the symbol detection wasn't terrible.

BluePinGames responds:

Sorry about the text rendering, it must be a browser specific issue. The game was only tested on Google Chrome due to the constraint of the game jam. I will update it to ensure text rendering works well on all browsers in the next 24hrs

edit : I have reviewed the gameplay on all four main browsers and there doesn't appear to be an issue with the text displaying incorrectly. Perhaps its a setting or more niche browser issues that I can't address. Sorry :(

Very neat game. I almost feel like I should be alarmed at how readily my mind accepted these abstract mechanics. I found myself thinking "ah, I see, first I need a green seed, because only it goes far enough to break the bullet-emitting worm out of its prison so I can lure the hungry void to the alligator and take its negative seed" and then I took a step back and realized how completely deranged that sounds.

I've done two of the spirally pocket dimensions (the worm lure and the winding path) but I'm stuck on the third one, the one where you're tied to the beetle. I was able to get to the other side of the second platform by taking the beetle over with a pink seed off another pink seed and then carefully timing my run over with the beetle's movement, but now I can't figure out how to get to the blue ring seed or anywhere else.

Main complaint is that I prefer playing with rotating camera because it looks cool and makes movement easier for me, but that makes it very hard to know which direction things are in. I'd appreciate a compass or something of the sort. Also, I know you've heard this before, but the badges aren't working for me either.

Emrox responds:

Oh wow sounds like you made it pretty far! The beetle level is probably the hardest one - it sort of alternates between puzzles and action challenges, and I think the puzzle you're hung up on takes some out-of-the-box thinking. (Not literally, in case you thought that was a coded hint.)

As for the getting-disoriented thing, don't forget about placing flags! I know it's not a perfect solution but I think it helps.

Update: try closing the browser and opening it again, and logging out and logging back in. If my newest fix works, you should get *most* of the medals you've earned, if not all

This really looks promising and the world interests me, but wow, the the sluggish everything and short melee range make it pretty much unplayable for me.

JoelJGames responds:

Thanks for the feedback, sluggishness, I'm trying to optimise where possible, but realistically with it running on Gameboy processors, it's not going to get drastically better, but I'll try extending the melee range a little and see how it feels. Thanks again for trying and the feedback!

rhythm games work a lot better when the inputs are actually synced to the beat

FCPXAV responds:

The rhythm beats work fine on the PC build, but i've been struggling to get it to be 100% in sync with all browser window sizes on WebGL :(

Limited ammunition and the ability to only hold one weapon at a time? Also awful melee damage?

Pitigamedev responds:

Yes.

Could really do with a real level select, for people like me who want to get all the flies but don't care about the speedrun times

MondayHopscotch responds:

It was something that was on the list of things to do, but we didn't have time to get it in. Thanks for playing!

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