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Ralix

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It's fine, but nothing special.
The monkey is just shot in the direction of his head. I don't particularly think it needs an arrow, you don't need to be very accurate, just to go in the general direction. The aiming system is fine.

However, I do think there should be a maximal time limit between shots. Currently, you have all the time you need which isn't very challenging. Perhaps the screen should simply scroll down with a constant speed (or gradually increasing speed) rather than waiting for you to move.
But most importantly, since this is an endless game, it needs more variety. Collecting just bananas becomes boring quite soon (score 20 for me). What about some powerups, fruit which is worth more, obstacles you have to avoid, etc.?
Also as @NeonSpider already said, none of the medals work.

MixonTech responds:

Thanks for feedback, the game will continue to develop. We consider your ideas.

Pretty well-made puzzle game, even with several different modes unlocked after you finish the main game.

Many levels were more about fast and accurate clicking rather than solving a puzzle, though.
Perhaps you could add a medal unlocked when you complete the game, too. It'd be a good metric also for you to see how many people started – and how many of that finished your game.

Oh, by the way, you ought to also write *yourself* in the Credits section, not just the music tracks used. :)

You know, you didn't *have* to release a game you don't believe in just because of a game jam's deadline. Especially since half of the game consists of: "Make a Wick game" – "Uhh, I don't want to…"
But… there are multiple outcomes with several mildly amusing lines, so if I was generous, it could be called "a point-and-click adventure with branching narrative" – but not something I would recommend others to play, or in fact even remember next week.
Interestingly, the most hard-to-get ending is also the worst one because you get neither cheese nor a polymorphing hat. Yeah, and it's a pity that there's no restart button.

davidpuralocura responds:

you are right i didn't have to
but it has happened soo many times that i make something and don't post it anywhere
i think its funny talking on not making a game while it is one
i appreciate that you got all the endings and you are right that the hardest is the less rewarding
one, i guess next time i will have to look more into it
and you are right that i did not make a restart button(will try and and one)
thank you for the review
Edit:I added a restart button and a better ending for the people that get the hard to get ending

A fine puzzle game, a pity there's only a few levels.

I think having so much open space to move outside of the central board makes the game massively easier because it allows you to fill a small chunk of the board, leave, move around freely and fill in another small chunk elsewhere. You need some empty space, but having less of it – or some inside the central board (i.e. only a part of the centre is filled with red buttons, the rest is empty) – would make you plan your moves more carefully and make the game more challenging overall. I completed the game mostly with trial & error strategy.

likliklik0 responds:

Thanks for the feedback! I'll try to use this to improve my future games!

Well, it's very, very difficult; especially in later levels when touching spikes sends you all the way back, losing your progress so far. It has everything you could expect from this kind of game, including three bonus levels on top of it. All that's missing is a guy stuck in a cauldron. :)

It's generally fine, although the controls can be a bit unresponsive (changing direction doesn't turn you immediately, but only at the end of a "cycle"), which makes going diagonally ↑→ pretty hard.
You can also crash into yourself by going backwards (e.g. pressing left while going right). That shouldn't happen; the opposite direction should simply be blocked.

PinkHedgehog responds:

Those are some fair points. I implemented so it's no longer possible to go backwards (and commit suicide).

Looking into making the game more responsive might be a bit of a larger procedure, and any potential update on that front might be a quite a while in the future.

Edit: The game was updated and works now.

Actually, contrary to what I expected, it's not half bad!

If I forget the graphics which are pretty underwhelming, it's a quite diverse game with many varied sequences and surprising twists. I mean, if you revamped the graphics, even with some freely available art if needed (e.g. Kenney assets, people on OpenGameArt.org…), it could considerably improve the quality. Now there's a lot of "plain colour" rectangles and overlapping tiles creating stairs – it's simply a bit messy.

Another thing you might want to reconsider is the first few moments of the game. You have one shot at a first impression, and you choose to waste it on pretending the game doesn't work. And it takes quite a long time until the game tells you otherwise.
The problem with this is that a newcomer might just take it at face value and close the game. You also can't move forward until you click on the "1 player" text, which is counter-intuitive. I just thought the game *is* broken because the player seemed stuck.
Since "1 player" is the only option and the first scene might put players off your game before it even starts, I'd remove it.
Imagine a really cool movie starting with a minute-long shot with a plain white screen. No audio. People would look around nervously, tell the cinema manager it's broken. Then the movie would say, “Oh, the movie broke. Let me fix it.” – and then it would start. No, such a scene would end on the cutting room floor almost instantly.
You can mess with the players for sure, but the players have to know it's intentional all the way through… which is not the case here. And doing this when the players aren't even invested in the game yet is the worst possible time.

The rest of the game is pretty good. You probably should be able to close the shop window by clicking on the shop icon again (not just via Escape). While we're at it, dark blue text on a dark green background isn't exactly easily readable. The jumping physics was sometimes weird, which was most noticeable when climbing "stairs" during the bridge sequence – you bounce a lot. And the spaceship boss probably has too much health – he's not hard (he shoots the same pattern of easily-avoidable missiles at regular intervals), but he takes a long time to destroy.

It's a flawed little gem. I was honestly surprised at the amount of content and various levels this game throws at you, but for plenty of reasons, it's far from perfect in its current state.

august000 responds:

I have never had such a good comment THANK YOU
I thought the same thing about the beginning of the game but I forgot
The ship at the end I do not know if to bring it to life or leave it
The character I did
I made the earth
I made the music of the beginning
and other sprites I did that's why they are so bad but I did not want to grab a google sprite as the character's sprite


If you see any spelling mistake, tell me why English is not my
language i speak spanish and all this is translated from the google translator until the game dialogues were translated into english



Thx Rallyx
Edit 2:The mouse shop character did my sister because she wanted to put some character

Age 30, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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