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goldenPiGames

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I like the game. It has a very powerful and chaotic feel Not sure how to describe it. It's short, sweet, and challenging, but the frequent checkpoints ensure it isn't frustrating gat all.

Minor suggestions:
- Make an indication you can jump. At first I though the only way to go upwards was by using the soul.
- Sitting on the bench should pause the speedrun
- If you have speedrun on, it should keep speedrun on the next time you load up the game
By the way, where did you get or how did you make the sound effects?

EDIT: Yes, I did try doing that (and it worked) the second time I tried speedrunning, but it did screw my run the first time.

ConnorGrail responds:

I'll let the other guys speak for the gameplay comments - but I made all of the sfx using sound magic

mmattugh responds:

Thanks for your suggestions! I had notice that other people were also unware that they can jump so in the future we will defiantly make that more clear. Also worth mentioning you can just launch yourself over the bench and skip that obstacle ;).

It's some interesting ideas, but the mechanics are all over the place and not very balanced. I've only beaten the first world, though. If I understand correctly, then there is basically no reason to ever use the click abilities when their respective hold abilities just accomplish so much more.

I forgot to mention. When an enemy attack interrupts you while you're holding the button, it foroces you to use the click variation of your move? Is this intentional? It sure screws up combos.

MidNightMaren responds:

You have to pay attention when you play. The clicks and holds have different ends to the fight. For exemple the Level 1 hold delays, but does less damage than the click. Which reflects even more when you do double damage with critical, and double that with mighty will.

It is not intended no. That's actually a 'bug' of Ruffle itself. From my understanding Ruffle receives the input of the player (in this case the mouse click), and resumes that input when the game unfreezes after the enemy attack.
This was actually much worse on an earlier version I was testing, that forced me to include a small cooldown between attacks. I was unable to fix further and that minor bug still triggers from time to time.

Something I'm still looking at to fix.

It's an interesting premise, but it feels sluggish. I only got to the second phase twice because the first phase takes so long. I don't have a problem with how relatively hard it is, but each attempt takes so long. If you feel like updating this after the jam, please make the move speed a little faster, and indicate the general direction to the nearest enemy when there are 5 or fewer contestants remaining

adriendittrick responds:

Thanks for playing :)
I realized afterhand I forgot to include the "dome of death" so common to most battle royale games. Instead I tried having all enemies focus you when there are 10 or fewer contestants.

I like the style, but I couldn't get that much into it. Maybe it's just that roguelikes aren't my cup of tea, but I have a few issues, some of which might be because I'm obsessive in some ways.
* Enemies sometimes spawn stuck at the bottom of the screen.
* There doesn't seem to be a pause button?
* Bouncing weapons like the basketball and billiard balls (the weapons I got the first two times I played) are basically downgrades because of how many short enemies there are
* Actually every weapon I've encountered so far is worse than the handgun. Without the ability to voluntarily switch weapons, I've gotten killed because I was stuck with a bad weapon.
* Between bloodstains, corpses, bullets, pots, coins, and the small size of the screen, there's generally too much visual clutter.
* The combination of small rooms, large player hitbox, and fast and unpredictable enemies makes dodging painful, especially against the little rabbit things.
* The map upgrade is almost useless because the minimap doesn't display further than two rooms away.
* The first boss is harder than the second boss.
* The chaser appears suddenly a solid meter in front of the door instead of actually coming out of the door, that killed me my fourth and so far final attempt.
* There's too much long-term luck involved in item availability and heart drops.

Jack responds:

i'm taking steps to address a lot of these critiques in the upcoming update, thank you!

Play my games, they're okay

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