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goldenPiGames

44 Game Reviews w/ Response

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it's cool that you can do popups but this almost broke my firefox

Ant responds:

Maybe don’t use Firefox Chinese edition

My main complaint is a few things on the boss. First, what's with the rotating laser attack? Are you actually intended to use two Lumi Lifts with near-perfect timing and positioning? And second, it sometimes spends way too long in the unattackable phases.

Yword responds:

Hi goldenPiGames, thanks for playing and sorry about the issues...

(And about the rotating laser attack, actually you can simply move away from its damage range.
https://img.itch.zone/aW1nLzY2ODAyODEucG5n/original/yYNXqF.png)

I would probably like this game more if the English was coherent. It's a beautiful-looking game, I'm sure you could find someone to translate it properly for you. Have you tried asking around here on Newgrounds or on the NGP server?

Vonka responds:

Thank you for the advice, I have a good translator, but in this case I was in a hurry to release the game, and did not use it. In the sequel, everything will be fine with the translation)

What the actual fuck is that keyboard control scheme?

fxydev responds:

I've made an update that puts the buttons on ZXCV now so maybe give it another shot if you'd like.

Some of the puzzles are clever and the final one stumped me for a while. But other than that, the game has some serious problem. The physics feel terrible. The combination of near-instant ground acceleration and very limited aerial mobility make precision platforming a pain. I think the biggest problem here, and why the game has such a low rating, is that the game looks sloppy. There's just not any visual appeal in general. The entire area is bland and empty. The contrast is too low, it's almost hard to see the light grey platforms against the white walls. There are issues like the closed and open door sprites not being aligned. Also you set the height of the viewport too small. The height needs to be for the entire frame including the unity bar at the bottom, not just the project itself.

OhTheOtherSide responds:

Thank you for the very helpful feedback. We’ll definitely try to incorporate most of it!

It's been over ten minutes on the second section of the ice level alone, and my patience has run out. Although I can now consistently get past the snowballs, the obligatory freeze baffles me as I am not able to jump after falling from the second to the third ice platform, and the ceiling is too low to jump directly from the second. I would try to figure it out, but the fafct that the only freeze section is overly hard and after a challenging jump section makes it taxing to figure out through trial error. You can't just introduce two new mechanics in a single segment, it prevents the player from actually learning how the mechanics work.

Spebby responds:

Thanks for the feedback, will consider tweaking.

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.

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

Play my games, they're okay

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