It's crass, juvenile, a bit janky and glitchy, but nevertheless pretty addictive, creative and fun as a grappling arcade game. Only on Newgrounds!
It's crass, juvenile, a bit janky and glitchy, but nevertheless pretty addictive, creative and fun as a grappling arcade game. Only on Newgrounds!
Not too shabby, and certainly shows promise as a challenging precision platformer with a lot of creative arrangements and a steady progression of new mechanics and obstacles. I also enjoyed the gibs that spill out upon death (even if they can clutter everything up and even end up hiding spikes).
Unfortunately the controls really hold this game back and make it feel very unfair and frustrating. In particular, the wall jump mechanics are terrible in many respects, one of them being that the character is way too clingy in general, especially when he shouldn't be: for example, if you're just jumping straight up next to a wall without pressing a direction into the wall, you shouldn't cling to it!
If the controls weren't so bad, I'd say this would be great. The thing about challenging precision platformers is that the controls have to be super-tightly designed and intuitive, lest it feel very unfair. After all, the game's challenging enough without having to wrestle the controller itself!
Hmm, I'm not really much of an idle/clicker game fan, especially with my old man hands that can't take the strain, so I don't have much to say.
Overall it seemed pretty average, though I did feel like the game was pretty slick with its smooth cold open and funny with its news ticker, and while I didn't like the animation for the mothership shooting since it felt so disjointed to my clicks (would've preferred a missile being fired for each click), I liked summoning little scouts and watching them bombard the planet.
One thing I thought was really interesting was the fact that Earth actually fights back and you can lose resources: I feel like usually these games are just endless building so the fact that there is a bit of a war of attrition is a nice bit of welcome innovation and challenge. However, at the end of the day, it felt like humans were fighting back faster than I could build, frustrating me, and it didn't really add some strategy to the game like build order priority since you're still just clicking away as if there was no resistance, so I dunno.
Yeah, I know what you mean about the mothership. I wanted to have the animation of it charging up the laser, so if lasers constantly fired on click, it would mean losing that animation or having it out of sync with the lasers. I could have gone either way on that tbh.
There is (some) strategy to the game, but unfortunately you didn't really get far enough to experience it. Once the humans start ramping up their attacks you need to balance between having enough ships to deflect attacks from the mothership and saving up for more upgrades. Although going by the reviews, most people's method is to launch ALL the ships as fast as they can - which incidentally is NOT the right way to do things! XD
Pretty neato game! Overall the general construction and presentation feels high-quality and polished, everything felt very intuitive due to an excellent interface with loads of guides and tooltips, and the concept of a roguelike dungeon crawler being combined with billiards is quite the interesting combination! I found myself easily getting addicted and having a lot of fun.
If I was to have any feedback:
*At first I thought that the game might be a bit too easy with the targetting guide being present as default, but when you combine it with enemies that can blind you and it only giving you direction and not power and all the other effects, it feels like a nice decision overall. Still, something to consider as to whether that should maybe be part of a difficulty, or relegated to a power-up, or so on.
*I found myself really getting into the gameplay rhythm to the point where I would easily lose track of how many shots I had left. Therefore, it'd be really nice if there was some sort of warning when you're on your last shot, or maybe even a brief center-screen flash of how many balls you have left before each shot.
*While the gameplay does continue to technically evolve with more items and obstacles as you get deeper, it didn't always quite feel that way: instead it felt like I was just playing the same level over and over just with more trash cluttering the board. Certain obstacles like stoppers and boost pads didn't look like they were physically part of the board, looking detached and more like power-ups. Basically, just not sure about the long-term appeal if it's already starting to feel a bit repetitive with such plain and randomly-constructed boards. Maybe get a bit more pinball in your construction, in how they are more bespoke and make everything so flashy with all sorts of unique events and graphical themes?
*There are also certain events that I wish had a bit more pizazz to them. For example, when there are enemies left over at the end, it's super boring to just have 'X damage' pop-up and everything fade away: it'd be great and more intuitive if there was an animation where the enemies would physically ram into the player, either one-by-one or perhaps just all jump on him in a big dust-cloud tussle, and then bounce away. It'd deliver the information of why you took damage much better.
Huh, quite the interesting game! It kind of throws you in the deep end and can be a bit tricky to figure out what you're doing, but eventually I got the gist of it, being that you need to dig up certain information on each client you're processing by checking their logs and then accurately process them, akin to other document-checking games like Papers Please, the challenge being that you need to be efficient in what logs you pick based on the facts needed.
It's definitely quite the novel experience and I had a good amount of fun once I got my feet under me, but the game was a bit confusing and rough in certain areas:
*I don't feel like the game delivered on the whole 'joke' experience, as it never even once seemed like the generated joke worked off of the information we gathered, and I don't see how or why it even exists in-universe in the first place. To be honest, it felt like you just made a document-checking game and then crowbarred in the whole joke aspect last minute to replace a more standard accept/reject process: I personally wouldn't give it many points at all for meeting the game jam theme.
*Game's difficulty was pretty wild: first couple of times I played it, it seemed incredibly demanding for just the first day, failing my nearly perfect run due to a minor mistake. But then upon revisit later on, the first day now seemed to be rather easy due to randomly lowered requirements. Not sure what was going on there.
*As said, the whole joke theme and story aspect felt very confusing and not well-defined. I was disappointed that the game ended so quickly instead of continuing to evolve, and the ending just felt unclear what was happening.
*Game is also riddled with strange bugs: for example, I had a lot of logs for people containing repeated facts, or facts bleeding into each other.
Definitely seems like a fun concept, but the execution does waver significantly, most likely due to the game jam limits. It's cool enough that I can see the potential past the bugs and would want a more fleshed-out version of it, though, so that's a good jam result.
hey, thank you! always appreciate the honest dive-in
you are very much right it has absolutely nothing to do with jokes mechanically and we knew that from the start, I really hate the theme, and after losing the first 16~ hours just trying to come up with a mechanic that would actually incorporate the theme we just decided to ball. i haven't seen a single game that would incorporate the theme well either, most of them are just "funny"
so yes the game is about reading and remembering with a touch of manual management
about the difficulty: originally I uploaded a harder version of the game but after noticing the struggle of players I re-uploaded a version with lower quotas so that might be what happened
thanks again!
This one was really rough for me. On the face of it, this game is pretty much "baby's first game project" in that it is just an incredibly simple arcade experience where you jump up, collect points, and avoid falling to your death from the ever upwards scrolling death zone. Nothing really exciting or memorable about the experience: just a very bog-standard experience that attempts to elevate it by using goofy art and sounds.
If that was it, that'd be fine: every game dev needs to start somewhere and this could be ok for a few minute(s) of fun. However, the game was plagued by absolutely terrible controls which felt incredibly unintuitive and awkward. Trying to move had a weird delay on start-up and some very slippery momentum that didn't seem to have any natural reason to it: you go from not moving at all to slip-n-sliding to your death.
The strangest thing was that, I tried playing the game with a controller, and was able to control the character just fine with the analog stick: no awkward delay or slipperiness or anything! However, that didn't help in the long run because then I noticed the busted jump controls, which, despite using the same power for the button press each time, would randomly change the maximum height that my jump would reach, sometimes making me unable to proceed upwards and getting an unfair death.
If I was to be charitable, I'd say that the controls were part of some intended challenge, and perhaps some of the slipperiness is to make you utilize wall bounces, or something of that nature. But while I've played a lot of rage games which utilize difficult, tricky controls, the difference is that they all managed to elicit fun out of the process, whereas this absolutely did not, coming off as just badly programmed, if not straight-up broken.
Smh some gamers just aren't ready for momentum based movement. Btw the jump takes ~1 second to charge up all the way after landing. Hope that helps!
Hmm, it's a little bit janky and doesn't have much meat on its bones in terms of content, but I quite grew to like the core mechanic and found it to be quite fun and promising!
I really like the back and forth strategic juggling of switching characters, where you both need to factor in their strengths when dealing with certain enemies, while also covering for each other's cooldowns. Also, the art and animation is quite impressive and makes for a good first impression.
As said, though, the gameplay is a bit janky: could use some input buffering as I was getting ignored inputs when trying to spam shots, hitboxes felt a bit unclear and disjointed as there were times I'd be hit by an enemy that I had already killed. Was also rather short-lived as the game seems to run out of interesting enemy types and wave compositions rather quickly, meaning that eventually you just quit the game out of boredom instead of dying from increasing challenge.
Would love to see this in a future state with some more polish and greater depth/variety in gameplay!
Jeez, I hate to say this, but I had a really rough time with this game and found it very difficult to stick with it, eventually having to quit to preserve my sanity.
At its core, the game is quite the interesting experiment. Similar to games like Necrodancer, it is attempting to change up the typical dungeon formula with a mechanical twist, being not only rotating directional attacks, but also constantly shifting modes that affect the field. It changes typically straightforward combat and navigation into a improvizational puzzler that keeps you on your toes and has you dance around in a bizarre, but intriguing way. It's definitely unique and it piqued my interest!
However, while the mechanics are interesting in theory and ideally should make a fun puzzle dungeon, the more I played, the more I got aggravated with the huge side-effect of tedium that the mechanics wrought:
*It's just so damn annoying that each step you take has to shoot out a bullet, and you need to wait for that bullet to go and hit a wall (which can be very far away at times) before you can take another step. Over and over and over, it adds so much time and turns movement into such a chore, especially if the room is already clear of enemies: why wouldn't you make it so that the player has to decide when to shoot, or at least turn off the auto-shooting when the room is clear? I'd also turn off the modes when a room is clear too: it's all such pointless tedium!
*I also didn't find the whole rotating bullet aspect to be that fun. Ideally, I'd like it to be that you'd be dancing around an enemy to try and always keep your gun pointed at them, but there's just no way to do that, meaning that all you can do is just try to keep them on one side of you and stall until your gun rotates all the way back around. With that, it's just turned into basic kiting but with more steps: not that exciting at all.
*To add to all of this, the game is rather dry in terms of pizazz and juice. For example, killing enemies just has them instantly poof away instead of giving some sort of satisfying feedback. I understand it's a dungeon crawler so I'm not expecting big explosions and fireworks, but something would be better than nothing.
*There were also a couple of bugs here and there, like how an enemy moved during my shooting when they aren't typically allowed to do that.
As said, I appreciate the experiment as I think the idea behind this has merit, but the current execution of said idea is not my cup of tea.
Thanks for playing. Looking forward to the vid!
Hmm, bit mixed on this one, unfortunately.
Game definitely had a pretty good first impression with the very humorous and animated opening cutscene. The concept of protecting your planet from incoming planets with a unique planet-clashing mechanic was quite novel, considering you could've easily opted for the more traditional turret shooting mechanic instead. Also, there was certainly an attempt at keeping things interesting by always upping the ante with bosses and larger planets to contend with. There's certainly a lot of potential here!
However, I just overall found the gameplay to be rather unsatisfying and dry, despite the attempts made. Few points to consider:
*The core mechanic of crashing planets into other planets by dragging them just didn't feel that great: there was no sort of fun feedback or physicality to be had, both due to the simplicity of such an action and the lackluster special effects. Would've loved a more interesting and challenging core mechanic, such as maybe being able to fling or flick planets into each other, either directly or perhaps indirectly by spawning gravity wells that change their trajectory.
*The game was confusing from lacking feedback for elements like your current experience points and how far you are from your next upgrade, as well as the cooldown timers for your laser/missiles/etc and where they are being pointed.
*It felt like so many times I would run out of ammo through no fault of mine and be unable to contend with a boss or a planet about to crash into me. It was also weird that we aren't able to grab the tiny space debris, considering we are able to grab small planets that are bigger than it: I guess I can understand why you did it to compel you to play differently, but it still feels illogical.
*Powerups were confusing at times: for example there is a bigger cursor powerup which I thought might've let me be able to grab the next biggest tier of planets, but no luck. Would've really helped with the above issue as well if it were the case.
Thanks a lot for the feedback! I've already started rewriting and tweaking some things, but you did bring up some things I haven't considered. I'll certainly look into them.
Pretty decent puzzle platformer! Has a nice retro aesthetic, the concept of shutting lights off and racing out of the darkness is cute and childlike, and the mechanics are built upon with new stuff at a good pace. It doesn't exactly wow me or anything, but it provides some decent fun.
If I were to have any feedback, it would be:
*The default controls were pretty bizarre and unintuitive. For example, I would expect the menu to be accessed with ESC, but it's done with Enter? As another, I would expect the main/interact/confirm button to be something like Z, X, Space bar, or maybe Enter, but D? Why D, of all buttons?
*I felt like maybe the levels were paced a bit too quickly. For example, I was surprised that, on the same level where you introduce buttons, you also introduce the twist of using batteries as objects to hold down a button. That's quite the loaded level! But then again, better to be fast-paced than too slow.
*I was really scared of levels that had a bunch of ghosts, because it felt like it creates so much busy work to clear them out before you can actually play the level. If I were to die, I would hate to clear the ghosts all-over again, going back and forth to aggro them and pull them to the light, one-by-one.
*I found it odd that, while there is a symbol for acquiring the coin in the level, there's no symbol on the calendar to indicate that a level has been normally cleared.
Still working at it, bit-by-bit.
Age 36, Male
Computer Guy
UMD
Joined on 11/21/06