I recently played Blue Stinger, having always wanted to play it as a kid, and uh, yup, this is pretty accurate!
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I recently played Blue Stinger, having always wanted to play it as a kid, and uh, yup, this is pretty accurate!
NO WAY I GOT IT???
What the hell, she was hit by a ball when she didn't swing at it, that'd be considered a hit-by-pitch and she should go to first base, not get a strike! This game is rigged! Rigged!
Course, she did then run past fellow runners on base, which should've gotten her out...maybe call it even?
Very nice cartoon.
Some of y'all are under arrest for flagrant color usage in a sketch collab! Haha, just kidding, I don't know the rules. Anyway, really cool entries from everyone: I especially love the really dynamic scenes with fighting and explosions: something about the sketchy nature of them really seems to add to the kinetic feeling!
Huh, quite the interesting game! It certainly has a very humorous vibe to it, especially in regards to the intro and other cinematics, and has some neat experimental stuff like the generated dialogue for NPCs which react to seeing a troll, eating food, and all sorts of other events. The levels have a lot of variation to them as well and were fun to puzzle through, with the intermissions serving as a nice motivating factor. Some stand-out moments include the Medusa fight: that was really cool to lure humans into the beam with food and then throw them for damage!
It's nice, but there were a lot of rough aspects that got in the way:
*The game says you can use the arrow keys to move around, but they actually don't work, and you can only move with WASD.
*As humorous as the intro is, it was incredibly indulgent in how long it took to let me play the damn game. Could stand for some editing.
*I don't understand how the power-ups work. I keep finding these things for super-jumps and shrinking and so on, but all I can do is throw them at enemies to give them the powers when I would prefer to benefit from them myself instead. Is it just impossible to use them on yourself?
*What's up with the ads coming up when you die? Just feels really out of place and gross in a game like this.
*Had some weird bugs like how trying to quit to the main menu would just keep darkening the screen and not actually quit.
*I dunno how helpful this is, but something about the game just feels kinda...off. Like, the levels almost give this kinda vibe where they are something like you'd see in Mosa Lina where it's a puzzler with the freedom to solve issues in multiple ways, yet all of the power-ups scattered around seem like unhelpful red herrings that I don't know how to use and the solution usually just boils down to throwing food at humans to distract them. Either that or the solution is too hard-coded and doesn't allow freedom, like needing to throw the jump powerup to get the human to jump over the snail with no other way to proceed.
*In addition to the above, the game just feels really janky at times with weird collision and physics. For example, there's an area in the medusa fight where you fall slowly for no reason at all: what the heck is going on there? If you jump or go off a platform in other parts of the room, you fall at a normal speed. I just get the feeling that the game is barely holding itself together, and this screwed me over with unfair deaths at times.
Overall, the game just has a very weird, janky and experimental vibe in many respects: in some ways it's amusing and I like it, and in other ways it throws me off with how unintuitive it is. I can see this being a bit of a divisive one!
The powerups are only meant for humans. That's really the premise of the game, where the troll can't use powerups but can only grant them to humans. Most levels are designed with powerups in mind, though there might be multiple solutions. Towards the end, you pretty much have to use all powerups to solve levels.
I run into issues with physics. It was the first time I worked with Phaser, so I haven't gotten everything figured out...
Hey, this was a pretty cool demo! For the most part, the engine feels very promising and delivers some great Sonic-esque gameplay: the controls felt intuitive, the levels look great and boast some interesting layouts/routes with all sorts of fun obstacles, and the sense of speed and freedom to pull off so many interesting movement tricks and quick reactions were great! For a demo, I also thought the presentation looked high-quality as well, which surprised me. I bet you can build something incredible based on what you've shown here!
I ran into a few things here and there, but I wasn't quite sure whether I'd call them an issue with the game or just something I as a player need to get used to and master:
For example, there were a few times where I was sliding and saw a ramp upcoming and I tried to jump at the edge of it for a bit of a vertical boost, but that ended up awkwardly killing my momentum: instead, I should've just let my slide continue and go off the ramp naturally, but maybe the game could be built to work with either?
There were also times where I wasn't sure what direction to hold to keep going: like, if I slide to the left into a spring that sends me flying to the right, should I keep holding left the whole time or do I switch to the right once I bounce? I knew to just keep holding the same direction if I'm going through loops and going upside down and such, but those other cases made me unsure what to do.
Anyway, those are just some cases to think about as you keep designing the controls for this: really looking forward to seeing a full game of this!
Hey, this was a pretty neat cartoon! The voice actors are fantastic, the script is humorous, the concept uses the background lore well: all in all, funny stuff! It's also nice that it has skip functionality to make replays easy to do for achievement hunting.
In terms of feedback:
*Would be nice if this had subtitles: it can be really difficult to tell what Dr. Schmuck is saying at times! A volume control option for music/voices could be nice too.
*Not to split hairs or be some sort of rules lawyer, but if I have to be honest, this doesn't feel much like a game to me: it's very short yet so much of this 'game' is completely non-interactive with so much rambling before you even get to any sort of choice, and all it has is a few choices which all just lead to instant game-overs instead of interesting branches.
*So much of the script was just Dr. Schmuck rambling on and on and it got so annoying to listen to him. I mean, props to the voice actor for getting into the role, but uh, maybe they sold it too well? Take that as a compliment, haha.
We meet again, FutureCop.
God, this song rocks! It's been a year since I've reviewed the game but this track still pops into my head a lot of the time.
Hey, thanks for having me on! I feel kinda bad in retrospect, having somehow simultaneously said so much while saying so little: despite chattering on non-stop (sorry if you wanted to ask more questions besides the first one lol) I nevertheless had so much I still wanted to mention afterwards and was kicking myself for not doing so! Got totally confuzzled at the end too and starting veering off-topic for some reason: augh, I was a nervous wreck! Ah well, you live and you learn: best of luck for both of us in future productions!
Thank you so much for being on! I am extremely grateful that you wanted to share your experiences. I really enjoyed listening to you. Those were all the questions I had, and I tried my best not to interrupt. I really like your voice, I listened to your episode multiple times and the experience was amazing each time.
Absolutely, best of luck for both of us in future productions!
I've had this stuck in my head for quite some time after playing Mimiquest: what a great battle tune, and I absolutely love the dynamic transition when you make it to the halfway point!
I'm in this photo and I don't like it.
That's how the meme goes, right?
Still working at it, bit-by-bit.
Age 37, Male
Computer Guy
UMD
Joined on 11/21/06