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When I saw the starting screen, I thought it will be a simplistic, procedurally-generated endless arcade game, but I couldn't be further from the truth.
Every (increasingly difficult) challenge you face on your way up is about something different, often with new gameplay mechanics that keep surprising you. I think you really squeezed the maximum out of the idea; well done.

I must say, for a two-day game jam entry, this is an incredibly well-made game! Fun, visually polished, with music and animations; everything.

Maybe the only drawback is that the game is too short (naturally). Just when you feel you got past the introductory levels and you're playing the main part of the game, it ends; even though you were hoping to see more of the challenging puzzles, perhaps with new gameplay elements later on.

But even so, it's still a pretty fun and high-quality game even if I didn't know it was made in two days.

Biebras responds:

Thank you for your feedback!!! We added new levels!

I think you might be onto something here. The core idea and gameplay loop is pretty fun, but whoa, it can be so frustrating sometimes. It feels like a great prototype (makes sense since it comes from a game jam), but to make it genuinely enjoyable, it would require some polish (visual, too).

While playing the game, sooner or later you're going to realize the key to victory is overusing slow motion. Since you can't stay still, slow motion can give you the time necessary to look around, think and properly aim – and if you no longer deal any damage, you can just let go for a moment and immediately start slow motion again. Other than that, there are no penalties, so there's no reason *not* to use it.
But I think the game is more enjoyable when you at least start aiming and shooting outside of slow motion and only resort to it when necessary.

And for the love of God, please leave the camera alone. Perhaps it's a collision bug (I hope it's not intentional), but sometimes when you jump near the red line, the camera instantly snaps to a different angle which botches your jumps and makes you lose nine out of ten times. Another reason why it's a good idea to enter the slow-motion hallway through your jump.

Some other suggestions:
– I wouldn't damage the player *immediately* when you pause – rather in bursts, starting e.g. one second after standing still. So you can still turn around or start aiming without having to do it in slow-mo.
– To prevent overuse, perhaps the slow-motion mode should be a depletable bar that you can recharge by successfully shooting enemies – BUT then you'd have to make the rest of the game a bit easier to make up for it.
– Maybe the red path would look better semi-transparent (so that it doesn't block your view)
– You shouldn't see the red path under you if you're falling directly down
– Slow health regeneration? So making a small mistake isn't a burden for the rest of the level, sometimes forcing you to restart.
– I have a lot of "MOUSE_MODE_CAPTURED" errors in the console

By the way, with Godot, you could even add medals (in-game achievements) or scoreboards to prolong the life of your game (more people would play, and also return to unlock medals they missed): https://www.newgrounds.io/get-started/
It's also a nice metric to see how many people got to various stages of the game. I can't imagine a huge portion of players actually completed the game.

Personally, for now, I gave up in the Tightrope level because I realized what stunt I'd have to pull off to return to the starting point (after finishing the rest of the level, even), and it would take a lot of very frustrating attempts. Although it's a pity I didn't reach any of the bosses you mention, because those would no doubt be interesting, too.

But I see the potential there; it could be a great game if you work on it further – something like a new Superhot.

TrollHunterX responds:

Thanks for the feedback.
I've put the cheat codes in the description, if you want to see the rest.

As far as Pong games go, this is fairly simplistic. There's no AI to speak of, the opponent simply moves in a set pattern – so you don't need to be clever to win, just patient.

A new ball being thrown in happens too quick so you might not have time to catch it; also sometimes it bounces fully vertically or horizontally for a while until it shoots elsewhere at a wildly different angle (which is good so you don't get stuck, but bad because the change is so big that it's unexpected).

Finally, the high score isn't that great of a feature because you are only competing with yourself, but have to enter the name every time – which will only be useful if the same computer is used by multiple people.

So there's a lot of space for improvement, but it's not a bad game overall.

Edit: Errors fixed.

Still, I think the game is too short. It's one short level, and still not quite polished.
Some feedback:
– going left makes you fall endlessly (and reload the page)
– wood blocks have no collision
– there's no need to add the first checkpoint so close – just set the first save point to your initial position
– running out of lives also makes you reload the page
– dying to enemies resets you back instantly; usually, it's good to give at least a brief delay (so the player knows what happened)
– same with completing the level
– the music loop is too short; in a longer level, it would probably get annoying soon

Malachi1289 responds:

fixed

The game is a lot of fun, even though it's really difficult.

I think my main gripe is just that – the enemies are too good. Sometimes you find yourself in such a position that you simply lose, usually when several of them spawn simultaneously and ambush you. And then the slightest touch, and it's over.
I probably wouldn't change the speed or AI of the enemies, but I would consider adding something to help the player evade ambushes. Like:
– dash (skip through enemies, with some cooldown)
– 3 lives, temporary invincibility
– powerups (e.g. "shield" which breaks when you're hit, dual colour…)
Probably the first suggestion is the most in-line with the spirit of the game.

As for other things:
– Sometimes the enemies stopped moving when several of them bumped into each other, even when I was a different colour. But it was temporary since other reinforcements came and made me move.
– When a game is played entirely on keyboard, it would be nice to be able to restart it with keyboard as well. This is a game you replay A LOT, and you have to grab the mouse every ten seconds just to click a button.
– If you use the bottom bar (Unity standard WebGL template), you need to add 38 to the project's resolution in the Newgrounds Project Settings, or the game ends up being slightly cut off.
– Thanks for adding the medals and scoreboards!
– And I certainly like the tactical element of deciding whether you want allies around or not or kill them to gain points.

And by the way, it's really cool that you open-sourced the game, too!
It's interesting to see how others code logic in their games, and I wanted to check what the enemies are told to do. Amazing how something can seem like a pretty clever AI when it's just "go directly to the player and jump randomly". :)

Also about the code, if I may offer advice:
– If you used Input.GetAxis (and Input.GetButtonDown for jumping), you'd instantly have arrow keys, WASD and gameplay support in your game.
Or use the new input system, although it's slightly more difficult to set up.
– I'm not sure why you're dealing with parsing Hex strings, you can have Color variables directly. And initialize them with hexadecimal numbers, too.
Color playerColour = new Color32(0xEA, 0xBA, 0x6B, 0xFF);

Jervaited responds:

Hello, thanks for the review and suggestions to the game.

Specially the Dash mechanic to the game in reference to your suggestion, it does seem to play better with it :)

Hi, and good luck with your platformer! Couple of tips:
– Freeze Z Rotation. Your character starts spinning e.g. when you fall or bump into the thin wall. It even makes you unable to jump if you try to balance on the top of it.
– You can dash even in mid-air. Is that intended?
– I like that the jump has different heights depending on how long you press space
– Hold left immediately after reset. The camera fails to catch up (or move "smoothly") which results in some jittering
– You can slow down your fall if you "clutch onto" the wall. Perhaps this is intended. If it's not, add a zero friction Physics2D material to the collider.

Other than than, there's not much to talk about so far, but good luck with the final product nevertheless.

ScarfPin responds:

most of them are intended but thank you for pointing out the bugs

I think the best rage games are games with perfect controls, with perhaps slightly unfair challenge (e.g. ‘Cat Mario’), or just overall very difficult (e.g. ‘Celeste’ or Hollow Knight's ‘Path of Pain’). You might get some inspiration from an old free game ‘A Little Eggy That Could’ (https://youtu.be/zqGCIvG67rg) in which you're an egg, with very precise controls, but it's easy to fall and break, and the platforming challenges get quite hard and eventually, you're flying all over the place.

I had to retry this game more than I could count, but its difficulty stems from the very simple fact that it's very easy to overshoot or undershoot a platform because you can't in any way change your direction or speed mid-air. Otherwise, the game is quite fun. If you take it slowly and carefully, the obstacle course isn't even that difficult – you're just gradually more and more frustrated by the controls.
Perhaps that's the effect you were going for; I'd personally prefer better manoeuvrability which would come with a more difficult platforming challenge (narrow ledges, falling platforms, spikes, fans, invisible platforms…).

MuziksPH responds:

Thats a great idea but i have to make a seperate game for that mechanics

I think the game is quite slow in the beginning, i.e. it's very simple to avoid the rocks and collect all fish, but then it rapidly gets faster and more difficult, and I'd say eventually you get to a point when it might not be possible to *both* avoid all rocks and collect all food onscreen. I died after letting too much food pass by in the span of ~2 seconds, because the food was also being somewhat blocked by rocks.
I don't know the solution to this, but from my point of view, the slow build-up is the more important problem (it's common in arcades to get to the 'humanely impossible' bit, but the game should be fun and engaging from the beginning). You could try adding a little more variety, perhaps powerups; just to give the player something more to do. For example temporarily slowed-down time, a shield (which you can use to crash through rocks), a magnet for nearby collectibles, etc.
All in all, getting and maintaining a high multiplier is more important for your score than being able to last for a long time – but that's perhaps a good thing.

popcar1 responds:

Thanks for the feedback! Your review was very valuable! I'll try making it faster at the start and accommodate for it by slowing down the rate of change. I realize the game eventually becomes impossible but I can't think of a better alternative that isn't a timer. If a round isn't 1-2 minutes long people would just get bored fairly quickly.

Age 30, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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