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Ralix

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Recent Movie Reviews

23 Movie Reviews

It's not great as a music video.

The environment you're flying through is very brightly lit, and together with the low resolution, it makes the scene almost painful to look at.
Around 1:45, you go underwater, and that looks quite off, because this is not the kind of water which looks good up close or from underneath.

The relaxing music is brought down by what I assume was meant to represent ocean waves, but in effect is just static noise.

It's extraordinary that this is stop-motion, and really overall quite creative.

However, there are also so many cuts and background changes and splashes of colour happening very fast, so you don't really have time to take most things in to follow the action or enjoy it.

And it works, since now I'm going to follow you because of a shitpost with pretty, fluid animation.

Nevertheless, it's really well-made (especially the bullet sequence is exceptional), creative and funny, and I'm looking forward to what an animation you *want* to be seen by someone will look like.

BMBrice responds:

So far I just have the one I posted before this, but I'll definitely be making more ^^

Recent Game Reviews

463 Game Reviews

Actually quite nice. It's smartly written so that the best way forward isn't just endless praise but engaging in conversation and returning compliments.
Sure, half of the game also involves simply selecting the option mentioning art, cats, or anime, but the game isn't long, and you have to learn these details first.

If you plan to add more dialogue, you could try to play with both aspects. I.e. keeping up an interesting back-and-forth instead of repeating the last word she said, also perhaps weighting in your latest responses (e.g. she thinks you're insincere if you compliment her 3 times within 5 conversations).
And with more dialogue, there's the choice if you want her to have the same hobbies and interests every run (so players can learn), or randomize them, so you need to learn and make associations during the conversation (but that would require a much kinder timer).

I don't know what the timer is based on, but it seems tied to the number of questions asked rather than your progress (or perhaps both?). Unfortunately, it means it keeps speeding up, so a couple of times, I was close to the end and made a mistake, and then it was so fast that I could barely even read the question, let alone the options or make a choice.

The “persist” option after she rejects you and leaves sounds a bit like being a stalker, though.

Additionally, in a pixel art game, it's important to ensure all pixels have the same size, and your world pixels are much larger than your text font pixels, for example.

Very well done for a game jam game, though. It's a reasonably scoped project that feels complete.

I think this is unfinished to the point that I don't know what to “review”.

What are your goals with this demo playtest?

Are you looking for feedback? I could write a page of problems, but I wager you likely know about them.
Do you want to get the game in people's minds early? This won't help, there's not much to place the game in the back of your mind or get you hooked.
And what tips regarding design can I offer when the only gameplay is walking out of a room and shooting a few stationary skeletons?

I'm going to rattle off some notes.

– First impression, it's *way* too dark. Even for a dark, horror game, you should have some light somewhere to mark the path or provide contrast. The fires are the only bright thing I found, and they do not provide light. The skybox is pitch-black, too, and no real sky is like that; there's always a bit of light.
Perhaps check the game “Witchfire” which seems a bit similar to yours conceptually, it might give you some inspiration.

– Movement inertia. You're sliding over a wooden floor as if it was ice. It should stop you quickly (check the Physics material assigned to the floor or player).

– Skeleton AI and animations. They are the only enemy I found, and therefore the only example of gameplay. They are happy to be shot from a distance without aggroing on you, they move without animations, and when they start attacking, you *will* get hit no matter how far you stand as they perform the animation (seemingly no hit on impact, rather when they start the animation).
Why am I killing enemies, anyway? A rhetorical question to make you think about the design. Do they block my path forward? Do I get rewards or experience from killing them? Otherwise, wouldn't it be preferable to go around them?

– Jumping something feels weird. Trying to jump onto tall objects often blocks me from moving forward, even though I jump above them (can I change my direction mid-air?).

I started writing examples of missing collisions, minimap feedback, and getting stuck in a table (and the burning cart) I tried to jump on… but really, this is no time for that amount of detail because most things need work to become functional.

Of course, I wish you luck, please don't take it as dismissing the game out of hand. I hope you continue with the project, but at the moment, it still isn't in the state when people would actually be “playing it”, let alone enjoying their time.

It's a lovely and creative game, but ends way too soon. Definitely understandable for a game jam game, though!

As for feedback, I struggled for a while to find the input keys to advance dialogue (X/C) and interact with items (Z/C). I probably pressed every other key (Space, Enter, arrows, WASD…) first.
Probably because the dialogue input prompt looks like a down arrow, and the interaction input prompt looks like a circle. Which doesn't help you to find the correct keys to press.

Then probably the battle with pants started too soon (I know it says Think Fast, but I was still in “reading dialogue” mode), I had almost no time to prepare or realize what was expected of me. Ideally, it should at least pause for a moment.

Love the melting Castlevania-style game-over screen!

The score is mostly indicative of the length, otherwise I think the game is a very good start if you plan to continue with the idea.

Congratulations on your first game on Newgrounds!

TeamCardboardBox responds:

Thank you for your feedback! We've officially decided to continue working on the game, now that we see there is a "market" for it.

Recent Art Reviews

24 Art Reviews

Smudge looks awesome, and captures the N64 feel perfectly. The green claws make it seem more ominous and simultaneously ensure it doesn't completely blend it the background.

If it's fully rigged, it'd be lovely to see it move with some werewolf animations.

Skulldox responds:

Thanks! And yes, the model is fully rigged. For now I'm going to keep working on background assets (plants, buildings, and other objects). Smudge is one of my favorite characters so I wouldn't say no to animation. It all comes down to time

I love it, particularly the character's posture and expression. The contrast of the background with the burning barrel is nice, too. I think, in general, that the artwork is too blurry/smudgy, especially if I inspect the small details, like the objects in bottom right, or the towers in the top left. But overall, it's a really good picture of a post-apocalyptic scene.

Welcome to Newgrounds!

Bunninsula responds:

Thank you!

I can't even begin to describe how great this is. Seriously.
I can't take my eyes off Ness, the tent, Paula… you keep discovering more in every bit of it. Even though I like the game for various reasons, the main characters don't quite show emotions directly (with their permanent smiles). This takes the already impressive scene, fills all the missing pieces we couldn't imagine back then and presents it just beautifully.

If I ever looked for the definition of perfect, this would be it.

Moonshen responds:

Thanks for your words! Yes the lack of expressions in the game made me feel really anxious about putting some in a fanart :) Its incredible how good the game is without showing much personality on its chars.

Age 31, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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