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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

465 Game Reviews

It's a lovely Choose-Your-Own-Adventure kind of game, well done.

I have never seen the choices in this genre done using cards; that's a nice spin on the format. I also love how the cards start moving when you hover over them and how the continuation of the story is on the other side when the card turns around.

Sometimes, I wished there were three options to choose from, mostly because it's usually easy to mentally eliminate the one worst option, but it takes more thought to pick one out of three.

I don't think the game uses the inventory well so far… The only item I really used was corn, and I acquired corn just moments ago. Then I “lost” horses but probably didn't get to use them much, and I didn't see the use of any other item during the demo. You probably shouldn't be saving all items for some epic showdown with the dragon, you should be using those regularly to get used to it.

I couldn't get gripped by the narrative. I knew where I was and what I had been doing, but it jumped all over the place without a clear sense of direction or main goal. At least that's how I perceived it during my first and only playthrough.

1) You leave your village home, and guards need you to come with them
2) No red flags that I recall from the guards. You can even be polite, but you decide they're suspicious and need to flee (only a single option in two flavors)
3) You start stealing in the market (no option to avoid it)
4) You decide to go see the king after all. You go where the guards were taking you.
5) King tells you the story, instantly accepts your help offer, gives you resources
6) You revisit your home again, and leave immediately after you grab a fairly generic item.
7) Forest, marsh, village… end of demo

At this point, there are so many detours which don't contribute to the main story that I barely recall there was some dragon and a princess – most of the time, I focused on anything but that, so when the pinnacle moment comes in the final game, I worry it won't feel great because there wasn't much of a preparation, foreshadowing etc.

Also, you should link your Steam page directly in the description and in your profile; it took a moment to find. I think your thumbnail picture is needlessly erotic – I had different expectations about your game and was pleasantly surprised it wasn't, in fact, a cheap thirst trap; but a pretty nice adventure game.

The princess also looks somewhat younger in your static picture in comparison with the trailer, and wears different footwear. The short description itself looks a bit lazy – with emojis and a missing full stop. The long description also needs more pictures – you have a beautifully drawn scenery, use it!

There's a popular free course with tips about making a stellar Steam page that draws players in, consider taking a look; it might help:
https://howtomarketagame.com/courses/

In any case, good luck with the ongoing development, and I wish you a successful Steam release later on.

It's a cool game, but perhaps just a bit fast.

Something to consider: What is my incentive not to shoot all the time?

My best run was sticking to the 2 o'clock position (which has very few obstacles), and just keep still and hold the spacebar. Only very infrequently did I need to adjust my position.
Enemies are too fast, and bullets aren't reliable when you move around (they're spaced out and not too large), so moving around is risky.

Is that the intended gameplay?

You could slow the enemies a bit, and perhaps ensure at least 1 obstacle in 5 will be heading towards your position (forcing you to move).
Possibly do something like “the score doesn't increase when shooting” or have bigger bullets with a longer delay.

Edit:
The issue with everything being too fast right off the bat was a bug, and has now been fixed.

vertette responds:

My hope was to make moving around a risk between staying alive and getting score, which is why the waves get semi-random at a certain point to disencourage sticking to one position for too long. Maybe "homing" enemies and walls would've also been a better solution though.

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.

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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