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No, it isn't close to a finished game you could call Tetris.

It's missing basic elements that made the game work:
– different pieces
– completing a row removes it
– being able to rotate a piece

along with several usual quality-of-life things:
– being able to speed up the falling, if you know where you want to place it (the start of the game is excruciatingly slow
– seeing which piece comes next

The game ends with an alert message, which is quite annoying because it blocks the entire tab. And it's also bugged, because I got several of them in a row. “Your score is 120!” “Your score is 150!” “Your score is 170!” as it kept spawning other pieces, presumably off-screen.

If it gets close to being functional, there are other options to make the game better, like making the pieces different colours, tracking your high score, music, etc. – but there's no point in digging in “polish” when the game isn't quite playable yet.

It's mostly a challenge to stay focused on a mundane task.
The game looks nice, definitely; but the gameplay isn't super interesting.

The trick to the game is learning to jump slightly sooner than you think is necessary, because if you jump before the flame hits you, it's already too late.

Then… all there's left is repetition, as long as you are able to. The pace doesn't change, there are no new mechanics, the music doesn't change, the backgrounds don't change, etc.
If you remember to press the spacebar at set intervals, you can keep it up for as long as you wish.

Around 750 points, you realize that's all you're going to see in the game, and around 1500, I mostly decided to give up. If I made it to 5000 to get the final achievement, I would have probably quit immediately after.

Most of all, the game is missing variety, something new thrown in the mix every now and then to keep you on your toes.

Also kudos to you for adding medals and high scores, and crediting everyone whose assets you used.

KobatoGames responds:

I get what you mean. I had made it to be a casual runner where you could relax and enjoy the environment. Maybe I should make that a separate mode and try adding a regular mode as well where the speed increases and it's more challenging. This is also my first time adding medals, so it's possible I set them too high.

The core gameplay is to keep dodging everything until you have 170 points.

But the patterns are mostly uninteresting, or badly paced.

The initial bullet waves from the left can be avoided by picking a safe spot and then staying still for a loooong while. It seems you need to move up by a pixel or two throughout, but I'm not sure if it's deliberate or a rounding error or something, because the visual difference is absolutely negligible.

Then there's the orange bar moving around, and in my experience, it either stays out of your way so you're in no danger of colliding with it, or it moves across the screen in such way that you simply cannot avoid it. But you have enough health to eat the occasional hits.

Then there are the flames coming from the top, but they stay for a second before I achieve 170 points and the game ends.

It's weird. I would expect to be able to accumulate points endlessly and avoid randomized pattern sequences, and the patterns themselves to be both more challenging and fairer.

It's a quite simple game concept, but executed well. Fun for a while, but after a few minutes, you've seen all there is to this game, so all there is is beating your high score.

A couple of tips for improvements:

– Art consistency. The main gameplay area is a smooth circle, with a smooth yellow disc and a red bar. But, all text resembles a large digital clock or a billboard display, not smooth at all. Then, the hearts are pixel art, and the speedometer is “smaller” pixel art.
You should ideally pick a certain art style, and stick with it throughout.

– Gameplay-wise, I think there should be a way to gradually recover hearts if you play well. Or other bonus (score) or reward if you hit the bar first-try before passing through because I think you want to encourage fast-paced gameplay and should reward players who take risks instead of waiting several cycles before popping. You could also subtract a point for passing, but a bonus reward feels nicer.

– The speedometer seems unnecessary; I can see how fast it is going. The only useful information is that I “maxed out” the speed, but that's also something you can tell rather quickly.

– Hard mode will forcibly reset your current game without confirmation. I feel you should only allow switching whilst your score is zero.

– Padding. “Pause”, “Hard mode”, “Pop dot” and “Change direction” are all differently-aligned

– You could probably shorten “Change direction” to “Reverse” so it doesn't have to be two lines.

– Shouldn't the loss of life reset the speed?

– As with any Newgrounds game with a high score, consider using Newground's built-in system for scoreboards.
https://github.com/PsychoGoldfishNG/NewgroundsIO-Unity/wiki
It's one thing to try to beat your own high score, it's far more motivational to try to beat a “global” high score.

Overall it's a nice little game; thanks.

Edit:
Thanks for your response!

That's a fair point about resetting the speed; you're right, it could encourage making a strategic mistake (or overall triple the baseline for a “good” score without bringing much new to the table).

About the leaderboards, I think I forgot there were any, because I started playing for a while, and then they only show up when you pause. I didn't pause. And since I saw no NG scoreboard/achievement tab under the game, I simply wanted to make you aware of that option in case you'd be interested in it.

Eazymode responds:

TYVM for the feedback, I appreciate all of this, truly. I'm trying to learn a lot and I will definetly keep all of the things you mentioned in mind.

- I love your idea of hitting the bar first try actually super cool.

- Yeah the speedometer feels a bit incomplete I do agree haha, I was mostly trying to learn how to add animations and effects, I originally wanted the speedometer to be a bar for when you get a streak of 20 without losing life you can press a button to get life back, but decided not to.

- I'm really struggling with alignment, I need to look into how to fix that more 100%

- I tried loss of life reseting speed, it ended with making me feel whenever I make a mistake I want to reset + It almost felt encouraged to lose life at higher scores to make it easier, so I decided not to.

- I didn't use the newgrounds leaderboard, but my leaderboard is definetly global, the server might've been down when you were playing?

Thank you so much for your input man, it's my first game and im learning so much

Well, it's definitely a more forgiving and pleasant experience than the original Pitfall as I remember it.

The movement is fluent, it's so much easier to swing on a rope. It's also good that the rolling logs don't outright kill you but you only trip because you stumble into them all the time, jumping over pits.

The jump distance is quite short, but that's probably a good thing because it's exactly right for the spacing of obstacles, and since you can't change direction or anything else mid-air, a longer jump distance might not be that big of a benefit.

I like how you can buy more lives with a sufficient score.

I think the shrinking pools of boiling tar or quicksand expand a bit too quickly, so you have barely any time to react and your timing has to be quite precise. Or perhaps what bothers me is not knowing the exact boundary where it begins/ends (one time I ran right into a pool of quicksand which was gone when the level started).

It feels like the rainbow trail behind you should make you run faster or something; I don't feel any real effect.

As for ideas, I think the underground is a bit underutilized – or at least was in the portion of the game I experienced; it could make for a welcome change if you had to traverse several screens through the caves and some unique obstacles there.

Buckar00 responds:

Thanks for the review. I've tried to keep to the original layout of the game so all 255 screens are the same layout. You're right, it meant the jump had to be short to feel like the original.

Have you tried going back and playing the 2600 version? You should be able to find one online.

The logs are a pain there's one that's static when you run left that I hit every time. There's some definite tweaks still to be implemented.

Really well done in most aspects.

The presentation is awesome (the consistent and pleasing colour palette, the eye-catching icon capturing the essence of the game).

I love the way you quickly and naturally explain the controls and the perils during your first playthrough.
I attempted to avoid wind boosts as much as I could to stay safe in caves, and I was pleased to find out the game doesn't let you, you have to maintain a certain speed threshold, otherwise you stop moving the next time you ascend.

I'm not actually sure what is and isn't procedurally generated (if anything); at least the caves seem manually placed.
It's cool how the caves gradually introduce new challenges with every iteration (I made it to 3000m and I'm sure I haven't seen it all yet). But speaking of challenges, the caves are the only real danger, the open areas provide a welcome breather, but are a bit boring eventually, as there's not much to do. You are mostly mentally preparing for the next game and enjoying the unrestricted gliding until you get used to it.
I attempted to do a full loop; the glider moves a bit unnaturally at the top and I think it isn't possible to do so – not that you're meant to do a stunt like that, anyway.

If you'd like to help your game's replayability, you might consider adding medals and especially scoreboards, so Newgrounds players can compete with each other.
https://www.newgrounds.io/get-started/

Thanks for this, for a game jam game, it's a nice, well-polished treat.

The game has excellent art direction; dark, yet strangely comforting (but that's partially due to the music, too). The initial sequence in the intro got me hooked, and the gameplay which followed isn't half bad.

I was getting somewhat tired of the sentry stones (not sure how to call them) around B-01, it started feeling like I was doing the same thing over and over again in different map layouts, and didn't get to experience new gameplay elements for a while.

B-04 introduces the four-way bomb, and it was my first encounter with a hidden secret, so that feeling soon came to pass. It's also nice how you introduce the different kinds of bombs in B-04 and B-05 before you encounter them in a challenging environment.

I ultimately left the game in C-04 (for now), because the previous level took a lot of attempts, and here it felt like I was trying to beat the same challenge I already did there (even though the hidden candle room was pretty cool).
This might be an issue with the game… if there is a fairly challenging room, the next one should ideally test a different skill or approach.

Come to think of it, if you're not logging some sort of analytics, having something like that in the demo could be a great way to see which levels people struggle with (total death count per level) or what was the level people reached when they lost interest and make some informed changes based on that.
Newgrounds has “Events” functionality you could use. Or the same can be accomplished with medals or scoreboards. See in the API Tools section of your project, and there is a plugin for Construct available.

I was sold and wishlisted when I met the NPC trapped in the maze you can talk to, and he was carrying a guitar. Obviously, the puzzle rooms are the core of the game, but the promise of an underlying narrative and side content makes me all the more interested in the game.

Other feedback:

– At the start, it took a moment to realize you need to hold 'E' to start the game (it doesn't mention this), so the game looked stuck as the usual keys like Enter or Space do nothing

– The level should ideally not start moving until you move, so you can take a moment to observe your surroundings before something kills you.

– I love the choice of showing a zero-padded death count with four digits. As if the game implies you will probably die more than 999 times.

– Talking to people for the second time shouldn't trigger their initial dialogue again.

– Fullscreen state doesn't update in the settings if you cancel fullscreen with 'Esc'

– It should mention in the settings you can press 'Esc' to resume (it only mentions it goes to 'menu'). Doing so though will of course cancel the fullscreen mode, so I need to go to the Main Menu and Load anyway.

– I started a new game in another tab to recall a few things for the review, and the death counter reset for my main window as well. Easy deathless run, yaay.

– What is the purpose of the bottom bar on the screen every time the level loads?

***

And a side note; your Steam page will definitely need some love to attract people's attention. Try looking up tips how to make game trailers engaging and how to improve the page, and compare yours with the page of other similar successful indie games.

– The trailer starts with a pretty long fall sequence and shows the game's logo. You don't need the logo, or at least not until the end of the video. I would consider starting with the “You know you'll never leave” quote to give context and goal for the game, then showing the gameplay.
– You show gameplay, but don't play the sound from the gameplay, which needlessly makes it less exciting like it's not the focus of the video.
– The long description of your project has no pictures/gifs showcasing the game.

***

All in all, it is a very cool game you have here, and I wish you success with it.

It's reasonably enjoyable and has potential. Funky, silly vibe with a consistent style.

It's a good choice to respawn the player at the start of the current screen after death, with an animation that slows you down by a sec or so; it makes sense as the time limit is the actual challenge.

By far the most frustrating part is the jump trajectory… the range is deceptive, as you jump very high but move almost nowhere horizontally, so with spikes, you have to almost touch them to be able to jump over and I couldn't get across the spikes in the tunnels.

…That is, until I found the run button. Please consider writing the controls somewhere in the level, at the first occurrence when you need them. I missed the overview initially, and then the controls are never explained again until you restart the game.

Having Z & X as primary controls will not be very, uh, ergonomic for people using other keyboard layouts, e.g. QWERTZ or AZERTY. If you have functional keys left to use as controls, they will be more universal. Or consider an option to rebind keys. Or some game engines and JavaScript's KeyboardEvent.code have a way to detect the physical key location on the keyboard, which doesn't depend on the keyboard layout.
It's a minor issue though, just so you're aware. People with non-English keyboard layouts usually learn to have an English layout installed to switch to when needed.

The green critters also don't harm you, which might be a bug. They continue walking at the edge of the screen and don't turn around nor vanish, which looks like a bug.

Quality of life suggestions:
– show an indicator of your progress through the level, so you know how well you're doing and how much is left
– give an option to restart if you feel you ruined your chances

The boss battle was quite fun, although some attacks (jump to the other side, shooting) were too quick for my taste, you barely have time to react even when you see it's coming, especially when you are mid-attack yourself.
Also if you have separate hit points, I feel that every hit should knock down one or make some sort of visual change… if you need an unknown number of hits to remove a hit point, the indicator loses all value. At that point, just have a health bar. You could also knock off teeth in the hit point icon if you need space for more values.

---

Overall it's a fun little game, good luck if you decide to take the concept further.

It works as a game and all the elements of a space shooter are in it. But it's not polished in the slightest, and overall, it's just not very fun.

Primarily, there's so much visual clutter on the screen. Backgrounds blend in with enemies and circular projectiles, some enemies look like formless blobs, and the powerups aren't immediately recognizable as powerups (for all you know, they could be enemy missiles). Enemies also take as much as 1/7 of the screen's height, so you can't ever have many enemies at once to make some fleet formation, which is a staple of the genre.
There is too much going on so you can't focus on what's important.

Controls are fairly clunky as well, sometimes keyboard controls just don't work at all, and when they do, your movement isn't terribly fluent. You also can't move and shoot at the same time, which is half the fun in a space shooter game.

The power-ups in my opinion don't last very long for you to appreciate them, and I don't feel like the game progresses at all, as you rank up your score (e.g. by having increasingly harder or more frequent enemies show up). As a result, when the controls happen to work, and you get into a certain rhythm, you can keep it up mostly as long as you want and get a game over when you become sloppy after becoming increasingly more bored.

It's a good start, but it has a long way to go before becoming a fun game people would like to play more than once for two minutes.

ZOSUStudios responds:

Thanks for the feedback! It was made primarily as a mobile phone html game and then expanded to be playable on computers.

Age 30, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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