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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

472 Game Reviews

I think the game can be quite fun and challenging once you understand the concept, but initially, I had no idea what I was meant to be doing.

Your *demo* has a list of controls, but it's not here. :P
So my first steps were trying to click everything – the chain, the ropes, drawing “cut” lines across to no avail. Then I clicked the restart button, thinking it was a “Rotate” button; something to interact with the game. After some button-mashing, I figured out only left and right.
There's also the invert controls option in the main menu, but a first-time player will have no idea what it means, and you can't change it mid-playthrough, because there are no in-game options or going to the menu and back.

As for the game itself, at first, I didn't understand why sometimes it moves just a little bit to the left, and sometimes halfway through the chain. I got through several levels just by brute force.
I think I was just ignoring everything white on the grey background (hard to see), so I blocked out the arrows pointing out where you'll move, and definitely didn't connect them with the gap. Perhaps if they were blue as well, to match the gap?
Sometimes it felt like I made a mistake and the level restarted, but I simply ran out of moves which I didn't see (the restart and go back buttons are *much more* prominent than the actual elements affecting the current level).

All I'm saying is that the game would benefit from an in-game tutorial before the first level, showing you the controls and explaining the goal of the game with a primitive example.

A minor nitpick, the Level Select screen has a scrollbar which isn't pixel art, unlike the rest of the game.

Besides that, it's a very solid puzzle game.

P.S.: Do you know about Newgrounds.io? You could post the final score to the built-in Newgrounds scoreboard so people can compete with each other. There are several options for Godot; it depends on your version.
https://www.newgrounds.io/get-started/

For a work-in-progress alpha, it's quite good. A solid Mario-inspired platformer, nice enough art, nice enough character controller and physics.

If this were a finished game, there are a bunch of things I would be frustrated with, though.

Primarily, the controls sometimes seem unresponsive. Like when you're jumping off a ledge, sometimes your jumps don't register (because you're chaining jumps, barely touching the ground, and possibly trying to jump just after you left a ledge).

There's a few solutions often used in platformer games.
– queue jump input if you try to jump close to the ground but still above it (jump automatically once you hit the ground)
– coyote time (if you jump 0.2 seconds after leaving solid ground, still allow the jump)
Otherwise players will keep hitting space during tough jumps and fall, and blame your controls because of the 20ms difference between being on the ground and in the air.
More in-depth explanation: https://youtu.be/vFsJIrm2btU

Then I'd probably say the protagonist lacks movement animations, I'd expect the slime to squash and stretch when jumping or hitting an obstacle.

Good luck with the game's development!

Blue-Carrot responds:

ok, this game will fix soon at version Alpha0.2 for improve and better.

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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