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Hmm, bit of a mixed impression on this one!

On one hand, the game certainly has a charming presentation quality to it, and while the gameplay starts out quite simple, it escalates with each level introducing something new, be it faster speed, more intricate and tricky patterns to handle like jumping on moving traffic, and more manuevers like double-jumping and stomping, creating a nice addictive sense of progression. In theory, it should be a decent game!

On the other hand, though, the game feels quite dry, bland and generic, my initial impression being that it was some 'my first endless runner' game that someone made in a game jam or as a student project: just didn't feel that good or impressive to play. It certainly lacked the unique memorability of your previous games like 'The Reboot.' While it does keep escalating as the levels go on, it felt not be paced quickly enough as I was getting close to quitting from boredom around level 2-3 or so, and the 'story' wasn't really doing anything to intrigue me.

There are also just some clunky aspects to it, like how awkward getting damaged feels with the way it warps you back, sometimes unfairly putting you in a position that you can't react to or locks you on a dead-end track. Was also really annoyed when I took a break for a bit and, upon coming back, realized it didn't save my progress. C'mon, no continue option? Why the heck not? Speaking of, it didn't look like there was a way to replay older levels either to get a better score: I kept trying to go back to them but it never seemed to work.

I still think it's a pretty decent game, but something about it just felt a bit lacking and made me want a lot more from it: like a strange disconnect between how good it looks it should feel compared to how it actually does feel.

Also I still can't stand these robo dudes: it's a bit better with this guy, but their nose still really looks like kissy-lips and it throws me off!

MartinJacob responds:

Thank you for your feedback, as always very insightful. We did go for something more classical and approachable this time.

About the saving system, my old way of doing this went obsolete some short while ago and I am still figuring out how to save games again... Sorry for this inconvenience, we did try to make it saveable. There are some codes you can enter to unlock previous levels, and you can use their associated buttons in the menu to replay them.

Thank you for your other technical feedback which we will take into account in making further versions of this.

Cheers!

Pretty cool game! Overall the game felt pretty well put-together and looked good, and the combat revolving around solving math questions was quite novel. I liked that it had some cool depth to the systems, like where solving questions quickly makes for more damaging blows, meaning that there is a strong impetus to get better and take risks. As a fan of edutainment games, this is a great example that I was pleased to see!

I will admit that the game did feel a tad bit unsatisfying though:

While the dungeon gives you the impression of bigger scale exploration and loot collection and route choices and building your character and so on, the game just feels exceedingly linear and one-note, basically a series of unavoidable combat scenarios with no way to strategize or influence your run. It's like the whole dungeon exploration might as well not exist for all the good it's doing here, and it should just give us the combat directly one-after-another in a gauntlet. Maybe that's just me getting the wrong impression, but I really wish this game was a bigger roguelike experience akin to something like Dungeons of Dredmor.

It didn't help that the game kept droning the same bland music for the entire gameplay, including the final boss and victory screen: made it feel like I didn't make any progress or achieve anything!

The combat was also a bit confusing to parse. I understood the general systems well-enough, but I found it difficult to see how much damage I was doing or if I was being attacked or whatever, because not only is my attention on the bottom of the screen doing math, therefore making it difficult to see the upper HUD and battle screen, but the background is filled with numbers which easily obscure the damage number pop-ups when I attack. Feedback also felt quite unsatisfying and I wish I got more if I made strong attacks, as a reward for being skilled as a math wizard: without that, the impetus to play well wasn't as strong.

I also encountered a funny bug: I beat the final boss with mere seconds to spare, but as I sat back and was celebrating, my victory screen suddenly changed to a defeat screen. I guess time kept ticking away when it should've stopped!

It's definitely still a neato game and I like it, but I couldn't help feeling like it was a bit of a rough draft for a bigger math-based roguelike experience: would love if you end up iterating upon this!

voidgazerBon responds:

Thank you for detailed and valuable feedback. I really appreciate it!

Hmm, I really like where this is going, and I feel like it has all of the engine components necessary to create a good beat-em-up, but unfortunately the execution is very lacking and the game just felt very bland to me. Yes, it makes sense considering it is just a game jam game, and in a way you can consider this a victory already since it does show promise for future development, but what can I say: beat-me-ups are my favorite genre so I'm a real stickler when it comes to them!

The big problem I have right now is that the player moveset is very boring as the enemies don't provide enough variety to facilitate any sort of strategy. For example, right now there's no reason to use the dodge roll as its too easy to just walk around bullets or kill enemies before they can fire, and there's no reason to use the keyboard smack over the mouse whip since it's just so much safer for a slight decrease in damage/knockback.

Therefore, what I'd love is more cooler moves and more diverse enemies that force you to use those moves strategically. For example, perhaps the mouse whip doesn't do any damage, but is more like a Zelda boomerang in that it stuns enemies: that way it serves an alternate crowd control purpose, and you could also gussy it up by perhaps making them take more damage or drop resources when you keyboard smack them while they're stunned. Another idea is maybe you could have enemies with shields that require you to get close and use a keyboard smack to knock them away as the mouse whip isn't powerful enough to open them up. Stuff like this would add a lot more flavor!

I notice a lot of people also talking about how you can smack the chair into people and it's very fun: that's a good sign for something else that should be building upon, as lord knows I know a game with a cool telekenesis mechanic like Half-Life 2 or Dead Space!

Again, right now I'm not that impressed with the execution, but I am impressed with the skeleton you've constructed: you've got all of the nouns and verbs that could be used to make a great beat-em-up where you rampage through an office, first wrecking weak employees, then defeating strong bosses, then facing off against security detail and finally defeating the CEO in his penthouse...I'd love to see it!

R083RT responds:

Thank you so much for the detailed review! I also watched your youtube video and I appreciate the honest feedback. I liked a lot of your ideas and your criticisms were very fair. I'm working on some new projects so I don't have any *current* plans to expand upon this game atm, but this is still super useful feedback :)

Pretty cool game! I really liked the high-energy vibes that this game was putting down: leaving that first tent with it now being on fire, the music coming in with the title drop, boy that was a great intro and I immediately started tearing shit up Genghis Khan-style!

Overall the gameplay was quite enjoyable: it's simple, but the slight strategy of only being able to shoot in two directions ala STD and your horse having slightly unwieldly controls and being on a timer make it an energetic experience. Found it amusing that the game was a series of 'your princess is in another castle' moments with you burning down each as you go as I best Mario wish he could've done. Loved getting more and more powerful while the enemies get more and more dense and difficult. Also surprised at some of the hidden controls, like being able to hold down the fire button and use that to move in a different direction than where you are firing (initially I just kept tap-firing).

If I were to have any complaints, it might be that I do wish the timer was a bit more apparent and front-and-center: I actually kind of forgot I was on a timer since it's stuffed all the way in the corner. Also it was a bit awkward that your initial horse control is so bad, seemingly for the express purpose of selling an upgrade to make it as good as it should've been at the start: just seems a bit scummy, but maybe I'm reading into it too much. Also the game seemed a bit buggy: I came back to this to play again and for some reason I got a game over screen when I tried to enter the tent despite the cutscene also playing at the same time.

History was always my worst subject in school, but now I feel like I've learned a lot. Thanks!

jacklehamster responds:

I probably should've spent time thinking more about the initial control. I was actual aware that the horse didn't play very smoothly on first play, and it's the main reason I offer the first choice between "speed" and "bow and arrow". By choosing "speed", you sacrifice initial profit but zoom to the next hut much faster. You should try that out ;-)

Pretty cute game, but currently feels like its in a rough state. While it does have a lot of nice touches like the map screen and these scarf powers and does deliver some decent platforming gameplay, the gameplay was pretty basic with nothing that grabbed me, there was a lack of polish and quality-of-life features, and it was difficult to get used to the controls/physics for the world and character.

If I were to give some feedback:

*In general, I don't like the physics of the game, being these weird Kid Kool physics where you have to build up tons of momentum and it just makes it so tedious and unwieldly, like you're always on ice. If you want to stick with it as a intentional design choice, that's fine, but I found them annoying to deal with so if there's some sort of way you can improve the control while still keeping the physics you want, please do so. For example, I would've loved more levels of jump control, like being able to make even shorter hops with a tap of the button, and I'd like if you hold the jump button, it will automatically deploy the helicopter scarf without needing a second press.

*I don't feel like the foreground elements pop-out enough from the background and make grand picture a bit muddied and unclear. I don't think the background is muted enough and could stand to be blurred or desaturated a bit more, and I think the black contours should be removed so as to make only the foreground elements outlined. Speaking of contours, I find it odd that the character's contours are so thin compared to the environmental contours: it really throws off the composition since generally elements on the same layer should have the same thickness for their contours.

*There's no coyote time for jumping, leading to me trying to make a lot of jumps from the edge of platforms and it ignoring my input and sending me falling to my death.

*Speaking of falling to my death, it was very unclear at times when it was safe to fall down and when it was a death pit: would love if there was an option to peek downwards/upwards, or if the level design was improved so that it's more easily discernable (for example, some games consistently signal death pits with certain art, or perhaps floating skulls and so on).

*Game was really lacking in sound effects: perhaps its part of the demo and you are planning on putting them in, but I felt like you need more sound effects for actions like swishing your scarf, for successfully grabbing an enemy with the scarf, and then throwing them, for example. Speaking about sounds, the balance/leveling for them was really inconsistent: the sound for slamming a slime into another slime was ear-splittingly loud while others were much calmer.

*It was pretty inconsistent that the game needed to be play with keyboard yet for menus you need to switch over to mouse: would much prefer if the menus could be controlled with keyboard so you only have to use that for the entire game.

*Scoring for the levels wasn't immediately apparent and I wasn't sure how to get a better grade. Am I ranked on time? Wools gathered? Enemies killed? More clarity would be good, perhaps do a rank summation of all of the factors that help get you points on the endscreen, like 57/100 wools gathered or whatever, or have points pop-up when you do an action that gives you points like the old Duke Nukem games (the 2D ones).

*Finally, while the game is cute, I wasn't really seeing any sort of interesting mechanic or core appeal to it: at the end of the day, it just seemed like a really bog-standard platformer. Maybe as you get more scarf powers the gameplay evolves, but I wasn't seeing anything that grabbed me. I mean, it's ok to just make a standard platformer, but then you really got to make it polished and flow well, and that isn't there yet (but hopefully can be with improvments).

*Why is he called Sweater when it seems all of his power come from his scarf? Maybe the game should be called Scarf?

Hope this feedback helps!

WooltronicStudios responds:

Woah, that's a lot of feedback. Thank you for being so thorough with your review, it helps a lot and you bring up a lot of valid points!

Pretty cool snake game! For the most part, I felt like the game was rather charming in its presentation and an interesting twist on the typical snake gameplay, what with its introduction of enemies that fire back at you (with great attack telegraphs) and turrets you can install on your body. The ability to recover from failure by switching to pilot mode was also quite novel (though a bit odd that your turrets still fire during when you'd think they'd be inactive). I was also glad to see that the controls never let me down when I tried to pull off difficult maneuvers like sharp turns.

For the most part it is fun, but I was a bit disappointed how quickly the game stalls out: it doesn't take long for the enemies to stop evolving and for your ship to stop growing, leaving the game feeling rather repetitive. The whole aspect of having aggressive enemies and turrets really brought my expectations up for how the game might evolve: maybe we'd start fighting crazy boss enemies or something like that, but instead it just stuck with pretty standard snake gameplay, even being a bit lesser since you stop growing. I dunno, something about the game really made me want more than what it settled on, but still, as I said, it's pretty decent nonetheless.

Alphons6 responds:

Thanks! it was a jam game so we didn't have all the time, we'd like to add more content though, thank you :)

Hmm, a pretty decent implementation of Buster Bros gameplay! For the most part, I feel like the game is taking good strides in recreating that classic arcade fun with lots of fun power-ups and satisfying bubble popping. I love the little things you've put in like how the score counter spins up and your guy gives a little victory pose at the end of each level, along with other things like the world map and so on: very cute stuff! I also found the artstyle of the game somewhat charming: it had this weird old-school Geocities aesthetic to it.

However, I gotta admit that the game got quite boring for me rather quickly: I was already ready to quit around halfway through world 1, but I pushed on, hoping it would eventually introduce some sort of new obstacle or fun mechanic to keep things fresh. However, once I finally got to world 2, all I was rewarded with was a new bubble enemy that, while it looked different, it was exactly the same as before. It just felt way too repetitive overall and I could never see myself getting through all of the worlds: it just lacks any sort of variety or sense of progression to keep things interesting for me.

Pitigamedev responds:

Thank you for the feedback!

Hey, pretty cool collab! I love that you went the extra mile and made the collab into an entire game, being this cool scavenger hunt adventure game through a spooky house with some great, stylish graphics. Collecting the tapes and bringing them back to listen was pretty novel and creative: well done!

While I do love the effort, I'll admit that there are definitely some parts I'd like touched up. For example, those default buttons and sliders on the main menu don't give that great of a first impression. But more than that, the gameplay felt a bit lacking in atmosphere: I wish there was more ambient noise, like the house creaking, tv static, dripping faucets, or the hum of the fridge, I wish there were sound effects for interactions like a little metal jingle when you pick up keys, and I do wish there were more spooky events, like some creatures popping up here and there. There were also some confusing aspects, like how interaction points don't go away after interacting (like picking up keys), and that trying to open a locked door only gives you feedback on mouse release, instead of initial click.

I'll also say that the execution of the tapes felt a bit clumsy to me. I really wish you could listen to the tapes on the go, similar to audio logs in modern games like Bioshock, Dead Space, MGS5 and so on. Having to not only stop your adventure to go all the way back to your room to listen to the tapes, but to then have to just stand there and listen without being able to move around and continue adventuring, felt like a bit of a bummer. I know you want our rapt attention, but it just felt like overkill, haha!

Lizguy74 responds:

I'm sure there will bee a sequel where those issues will be addressed and I'll definably be apart of the next one. It was awesome!

Wow, color me surprised with this one! It may not make the best impression with its visuals and slight clunkiness, and while I do think that the story was a bit unsatisfying and it didn't quite push the camera concept as hard as I'd like it too (for example, some of the final challenges like the laser room can be beat too easily by just staying in the center when I would've loved if it pulled more perspective tricks), I found myself easily getting addicted to this due to its intriguing 9-camera perspective and its steady escalation of puzzles and mechanics. Basically, I think this is a pretty good example of the classic gameplay trumps graphics (and as much as I'm dissing the visuals, they still have some style and serve to evoke a rather mysterious mood). Quite the experience, and I guess I need to look up HalfQuake now...

Mantis1 responds:

Thanks a lot! I had trouble coming up with puzzle ideas that utilize the 9 camera concept. I specifically wanted levels that are not mazes, frustrating platformer challenges, or can be more understandable with 1 camera. I appreciate your review!

Ummm...call me stupid, but...how do you start the game? I can walk around and dig but the title screen doesn't go away and the game never seems to start. It is an unfinished game jam entry? I can retry later if it gets patched or explained or something.

EDIT: Ok, now I've actually been able to play the game proper by holding down the key. It's a decent little arcade game, but unfortunately I found it rather awkward and frustrating. I like the idea behind the game getting more and more harder since burying creates tombstones that make it more difficult to walk around, but the execution didn't work for me: most of the time it just led to coffins appearing in blocked-off areas or on top of others which made it an inevitable failure.

Extar responds:

You need to hold X to start. :)
I've uploaded a more up-to-date version.

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 37, Male

Computer Guy

UMD

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