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Ralix

433 Game Reviews

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This is absolutely incredible. Speaking as someone who browses the Under Judgement games section a lot, you managed to represent so many of the common types of ‘first games’ which appear here. All that's missing are bare-bones Construct 3 platformers, but those probably don't even qualify as games yet.
Nonetheless, I agree with you. Everybody has to start somewhere, and doing simple clones of well-known games is probably a good starting point – but I do enjoy creators who finish the templates and put a creative spin or their own touch on them before hitting ‘Publish’.

I also like the shaders you used, and the fact that the games gradually get harder and harder as new elements are introduced.

Great idea; perfectly executed.

HealliesGames responds:

I'm glad the game reflects your vision.
Thanks for the review and for playing, Rallyx!

All right, there was a bug which is now fixed, so for the proper review:

I love it. It's more of the same game we all know and like, but still, new elements get introduced and they are wonderful additions to the formula.
No need to fuss over the details; put simply, I always liked how great the platforming feels in the game. You can jump, bounce and make various twirls, and none of the other abilities (rolling, sliding, attacking, ink pen) interrupt this flow.
I also appreciate the effects (pen swipes and collecting spirals). The cat-ripping-scenery effect was also quite nice. I think this part of W4 didn't end with anything that significant story-wise (but it's good we got to test the ink pen, at least), but since this is only the first one, it's probably fine.

I kinda forgot you have a pen at the beginning which made dealing with the ninjas quite a chore. It could help to see the controls written somewhere, at least in the comments. 'S' for jumping isn't extremely common either.

Possible problems
– I'm not sure if you can take off a hat after earning it (only replace it for something else)
– I tried the gamepad option, didn't work for me (Xbox One controller). Does it only work for certain gamepads / certain platforms?

In any case, it's a great game.

I did not expect what is going to happen when you collect the final upgrade. I think it's a brilliant idea.

I was originally going to say one-hit death is too harsh, but it's actually perfectly appropriate, especially since the stronger enemies serve as barriers until you collect power-ups.
Also thanks for adding things like the minimap, otherwise hunting for that one forgotten 'enemy' in the last stage could have been frustrating.

Really great, well done.

adriendittrick responds:

Thanks for reaching the end :)

It's fine, but since it's an endless game, it starts feeling repetitive eventually. For me, that mark was around ~35 when I felt I'm seeing similar patterns.
Of course, it's perfectly possible to lose, but I think I could keep going for a good while if I played it safe and stayed near the centre.

From a game design perspective, endless games have to have 1) good replay value (tick), and 2) evolve over time – which I don't think this game does. And without new elements being introduced, it's a matter of time before you lose out of boredom (instead of lack of skills).

A couple of ideas:
– Over time, slowly speed up the red block, or add more of them. This is the simplest way to add increasing difficulty to the game, but it does put some upper cap on the score if you don't stop increasing since there comes a point when it isn't humanely possible to continue anymore.
It also doesn't really add anything new to the game, it just makes more challenging, but shorter.
– Add a "challenging dodge" every, let's say, 20 points; stopping all blocks from spawning for a while and spawning a scripted red block pattern – e.g. waves, or concentric circles with gaps…
Make a couple of those, at least to cover 0–200 points.
– Add a slow-moving "gold block" every once in a while which you have to pick up, otherwise you lose.

And by the way, you can have an actual scoreboard. Newgrounds has a built-in scoreboard system you can use. See API Tools in the Project System, and this:
https://bitbucket.org/newgrounds/newgrounds.io-for-unity-c/src/default/

Its-Kaleb responds:

Thanks for the tips (especially for the score board) , I will work on it more

Good. A simple platformer, but the movement feels fluent and the controls are very responsive, so it's fun. The final level felt perhaps a bit too harsh and took really a lot of retries to complete.

The problem is that your score is kept even if you die, so the easiest way to get the max score is to die a couple of times and kill enemies again and again.
You should probably save the score at the beginning of a level, and reset to the value if you die.

Also, have you considered adding medals/scoreboards to your games?
https://www.newgrounds.io/
I think it would attract more players and add some more replay value.

It's nice, I like the style and the story sequences in between the levels.
The platforming experience is all right, but mainly it felt quite unresponsive. I can't count how many times I missed a jump because double jump didn't work, and the wall jump was troublesome as well. And fluent movement and good controls mean everything in a platformer game.

But the rest of it was fine. A couple more details:
– It was unclear which key affects which door. I collected a key and pointlessly kept jumping into a door, but it wouldn't open because it needed a different key (and keys unlock doors instantly instead of requiring you to go to the door, so there's probably no need to display the key onscreen).
I'd use a matching colour for the padlock, so that you don't need a lemon-coloured key to unlock a pink lock.
– The pumpkin has an exclamation point next to him. At first, I thought it's a "NPC" and you're supposed to talk to it… well, you're not.
– The number of jams you have can go below zero when you die (and probably shouldn't).
– The arrow keys move the entire page. See here for the fix:
https://www.newgrounds.com/wiki/developer-resources/unity3d-webgl-support#wiki_toc_3

I think fixing the double jump's responsivity is the most important change to make, the rest of the game is quite good.

Nesteaboy99 responds:

Thank you for your review! I'll keep your feedback in mind for my next update

I thought using pictures as bosses is the weirdest bit… then came the hoverboard bit and pizza… and the ending.

But I did like the boss fights; the first duo boss took me the longest to beat, because instant death after being hit once in a bullet-hell game is quite crazy. But I think they were the most developed of them all, with the multiple phases etc.

During the second boss in Papa John's I think I encountered a bug – the bullet ratio multiplied every time I died, and once after dying I respawned in the middle of the ground and couldn't move. And then I found out the 'Continue' button only works until you refresh the page, so I had to redo the game again.
The cheat code came in handy, but you probably shouldn't give it out in comments, otherwise nobody will play the game normally (instead, show it after completing the game, or if somebody dies too many times).

tobyalden responds:

Thanks for the review! I just fixed the continue bug.

Honestly great. A couple of times while writing this review, I went back to play another round, because it's so fun.

The ships and mines appear close to the edge of the screen (luckily never so close to you that you'd have no time to react), perhaps they should appear just beyond for realism, but it's fine.

I also like the ship variety, although I'm not sure if the larger ships are any better than the smaller ones. The galleons look intimidating but they are (seemingly) just as fast as the small ships, which just makes them bigger targets. I like the "ghost ship"/"Black Pearl" kind, too, even though at first I thought it's a bug (it's single-coloured, and there's way too much smoke). Perhaps the larger ships should have a larger health pool (if it doesn't ruin the game's balancing).

The best strategy to deal with enemies is probably to lure them into mines, since with a single health point, confronting a ship directly is very risky, because it's nearly impossibly to dodge a cannonball when you're sailing towards it.
After you collect a bunch of powerups, it gets better.

I feel like you could have fun with the sea itself – it looks too calm. I was going to suggest adding a wave pattern texture, or some fake waves animation, but that would perhaps make it too distracting, since you really need to pay attention to every object onscreen.
But something like an occasional maelstrom pulling nearby things towards it could be interesting.

The cannonballs don't seem to be spawned in the muzzle, rather below it, so perhaps you should adjust it slightly.

Sometimes it felt bad if I had a cheap death after a particularly good round when I had to start all over again and I thought this could work as an 'upgrade game' to prolong the playtime, e.g. the money earned from each round would be used to buy permanent upgrades for the ship.

Anyway, thanks for this, it's a great little game.

PurpleClam responds:

Hey! Thank you so much for your great review it's exacltly the kinf of feedback I'm looking for!

You're right the larger ships are exactly similar to the others for the moment. I might add some health mechanic to both the player and enemies to make rounds last longer in the future.

I love the ideas of making the sea less boring and of permanent upgrades and I'll look into it. I'll see if I post an update in a few days depending on reviews!

Age 30, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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