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Pretty decent game! Bit surprised to find an asteroids-esque game where you just move in absolute directions instead of using a forwards jet and turning, but nevertheless the game did provide some ok arcade fun of blowing stuff up. The shield bomb move added a bit of variety with the way it vaporizes asteroids (and blocks bullets), and I enjoyed getting close to a tightly-grouped cluster of asteroids to make the most of it.

That said, it is quite the simple and unchallenging game, being just a generic asteroids-esque space shooter that is indistinguishable from hundreds like it which students make for projects every day, and I found myself getting quite bored quickly and killing myself intentionally to end the game since it seemed like there was no end in sight. I was actually surprised to see after the fact when I peeked into the stats menu that there are bosses: I was playing for so long and yet I never encountered one! Definitely could stand to make the game more exciting so as to keep the player's attention with more events and new elements such as said bosses popping up earlier on.

Again, it's decent, but didn't feel like it has anything really unique or exciting to it: kind of the equivalent of a good piece of plain toast. Still, it's well-constructed and didn't have many issues to it (beyond boredom), so it's a good foundation to work from!

LionJeff responds:

Thanks for the play, rating and honest review, I appreciate it!

This game was a little challenge after a hiatus from game development. It took ~2 weeks to get it all put together and so from that aspect, I'm happy with it. True, I wasn't trying to make a world changing game with this, but it sounds like the "make a solid game" goal was achieved for an asteroid inspired game. I like my toast plain some times ;)

I don't blame you for getting bored and I appreciate that level of honesty - if we return to this and make bigger updates, more challenges/events would be a great addition!

FYI - the bosses pop up every 250,000 points and has a handful of different attack patterns for variety. Some attacks can take you out pretty quickly if you aren't careful so the idea of the build up until then is to have as many gun/bullet upgrades as you can have while not losing lives to survive the fights.

Hmmm, this was a rough one for me!

The goofy story with funny characters and dialogue, along with the stylish art and world really intrigue me and want to play further. You've got a great dumb protag that kicks nuts and some weird antagonist who can't even pronounce clan correctly, and it just keeps going from there: it's quite the comical adventure! I also always love a good beat-em-up, so the gameplay should've sold me.

However, the game itself felt really awful to play. I want to like it since I really like beat-em-ups and this does seem to make some good steps in the right direction with decent boss design and attack telegraphs and so on, but it just felt really bad. Hitboxes felt terrible where I would keep whiffing my kicks despite standing right next to enemies and enemies would hit me when I felt like they should've and not hit me when I felt like they should. The enemies were dumb and repetitive with no variation to them and with attack telegraphs that delay their blow so long its actually hard to parry than if they were sensibly quicker. I kept trying to pull off parries and other stylish techniques but it never really seemed to work in a logical manner. Finally, for a game about kicking nuts, it looked more like I was kicking people's toes or shins, and our player movelist felt so limited and shallow. It tragically feels like a style over substance situation: the game looks pretty, but it doesn't play well.

The final nail in the coffin was that I've even had the game hard-crash on me multiple times: thankfully the game does save progress but crashes really don't give me confidence in its programming. It kinda feels like one of those games that is only built for the best-case scenario and just doesn't work for anything except that. I can practically hear the ghost of the developer screaming in my ear when I feel that my attacks keep whiffing and that the parries aren't working that I "must be standing in an incorrect position" or "didn't read the tutorial" despite my position looking perfectly fine and I'm hitting all the buttons correctly, among other things. Another example that might help illustrate this, though minor, is that the game doesn't disable functionality during a transition animation: yes, in a best-case scenario the player will wait for the transition to finish before resuming input, but since you don't lock it down, a player can accidently press buttons during the transition and end up activating something else they're not supposed to and ruin the game. True programming should acknowledge that a player won't always move like you want them to and construct a game robust enough to work with that worst-case scenario.

I think I will continue to play to try and see the rest of the story since it is very amusing, but it will unfortunately be a case where I feel like I have to suffer through the gameplay to get to the good story part.

ChalTheChalkyOne responds:

Your feedback was greatly appreciated! I do agree that the gameplay do feel shallow and i acknowledged that (after alot of tries on the game), and i am still a mediocre programmer (despite making 9 games already) so bugs may occur onto this lil buggy game of mine, i am very sorry for the inconvenience that you go through for this and i will try my best to improve the game as much as possible so it can make a much more funner experience than it is rn in the next update, again i am really sorry for your inconvenient experience with the game and hopefully the next update will have more substances than it has rn

This was probably the roughest chapter for me as going through that beginning maze was absolutely interminable. I know I've had some tricky times with some of the other chapters but I feel like they've always ended up being a positive experience, but this...I mean I was legit seconds away from quitting despite my love of the series before thankfully having a chance encounter with the tower where I was able to witness the twist and make my way through the timed pawn-slicing tower climb and get the first ending. Can't imagine what that experience would've been like for a newcomer, though I suppose we are at chapter 7 in a series so you can put more faith in the audience's patience (but still, I'd say you are really pushing it).

Unfortunately, the whole timed pawn-slicing tower climb and subsequent ending didn't really feel satisfying to accomplish, so it didn't really do anything to recover my flagging motivation that was already thoroughly sapped by the maze, so I doubt I will go through the maze again to find any of the other endings, which is a shame because that's always an exciting part of these games. I dunno, it just feels like a real bummer: chapter 6 setup with a heck of a cliff-hanger that really had my hopes high, and I feel really let-down.

Maybe after some time where I wait to forget how terrible of an experience the maze was I'll have the courage to do it again.

EDIT: Hmm, guess I might've screwed myself a little bit by picking the Shepherd first since the others were more straightforward. Probably missing a trick as well.

adriendittrick responds:

thanks for sticking in despite the hurdles :)

Hrmm, a bit mixed on this one!

First impression of the game was great, as I loved seeing the really cool title and map screen among other nice little touches that take some good effort to put in where other devs would skip. In general the graphics seemed very well-done and added so much to the atmosphere, and the gameplay itself was delivering some solid Castlevania-esque fun with interesting levels, enemies, obstacles, and solid boss fight patterns.

However, as the game went on, the first impression kinda fell off due to several factors that felt unpolished. It's difficult to nail down what exactly contributes to it, but in general the gameplay felt a bit off and unsatisfying: at first I thought it was just the fact that I was playing with keyboard, but even when I switched to controller, which I felt helped, it still just felt very awkward. For example, it felt really annoying to get used to the delayed attacks despite Castlevania having similar delayed attacks which felt alright: not sure what the difference was, maybe it's because of the jump acting differently or the attacks lacking impact and feedback, especially in the audio department. Speaking of audio, I felt like the music really took a downwards dive in quality on the second level (the second level also felt like it kicked up the difficulty way too high way too fast, what with all of the instant death pits and enemies perfectly positioned to shove you into them).

Moving on from the general feel, there were also just a lot of weird bugs. For example, there's a certain checkpoint that you respawn at on level 2 where you will spawn right on top of enemies and immediately and unavoidably take damage: having that happen really diminished my faith in the game's design as I couldn't believe something like that could be overlooked, and therefore really killed my motivation to keep going on (for if a bug like that was missed, what else might have been missed?)

I think it still delivers a decent experience, but it was very close to feeling like a bit of a style over substance thing: the game looks good, but doesn't exactly feel good to play. Definitely has a lot of potential though, just needs a bit of polish in my opinion.

Elv13s responds:

thanks for the honest review. the spawn bug is fixed in recent builds of the game, this embedded build, in particular, was 0.2.6 if i remember correctly, the full game is much more balanced imo?

Hrmm, it definitely doesn't make the best first impression, what with its very complicated rules that are sadly only explained in a massive wall of text devoid of any pictures or colors that could've helped make the information easier to retain and recall. That, along with the fact that the game just seems to be a randomly generated assortment of levels with no clear end goal making it all seem repetitive and aimless, I wouldn't blame a lot of people for quitting outright from, well, the namesake boredom.

However, I will admit that I actually did have some good fun with the game when I gave it the ol' college try. Wrangling the complicated rules wasn't too bad thanks to the actual gameplay having some intuitive symbols, and utilizing the rules in game lead to some very clever and crafty moments that made me feel good: using the lightning tiles to avoid damage while maneuvering around, setting up yellow kills to recover health, recovering a doomed run where I wouldn't be able to reach the stairs without dying by managing the kill the final enemy and thus freely move to the stairs without taking damage, and so on!

I'm still a little sketchy on the game, but it does have a fun little core that creates clever gameplay hidden in there, so well done on that aspect.

amidos2006 responds:

Thanks a lot for giving the game a chance, sorry for not having a better tutorial as I was rushing to submit the game for the 7drl and I didn't have much time to polish the game and make it easier to learn. I am glad that you enjoyed the main game loop and understood it :)

Interesting little point n click adventure game! For the most part, I felt like the game was pretty intriguing what with its atmospheric sound coupled with its well-done background art, along with its rather bizarre world to explore. Definitely kept me hooked and wanting to see more of this world.

For a horror game, however, there were a lot of aspects that unfortunately took me out of the experience, such as multiple typos in the text, sound effects like wood creaking that occur on certain screens instead of just part of the atmosphere, the almost comical entrance and exit of the hand in the well, and so on: these could definitely use some polishing up as I feel like the horror atmosphere is well-crafted when these issues don't pop up, but when they do pop up, the immersion bubble is popped and takes time to get rebuilt.

While I did overall enjoy my time, I ended up getting stuck and unsure how to proceed, and bummed out that when I tried to come back and play more, there was no continue option, meaning I'd have to do everything over again. It wouldn't take too long to get back, but it definitely doesn't help motivate me, especially since I feel like I might've just missed an aspect that the game unfairly doesn't direct or clue in your attention to, such as the few times where there is an unintuitive 'up' option that is present. We'll see what happens!

EDIT: Damn, I take back what I said about the game being a bit too comical and such: the more I got into the game, the more it gave some really eerie surprises, incredibly evocative imagery and subtle spooks! Really wowed me, and impressed at all the various endings you can get!

Fakewisdom responds:

Wow, that's a long review! Thanks
I seriously underestimated how important, and expected, save features are for web point and click games these days, i saw complaints about it in multiple languages :P
With the way i built the game it would be hard to implement, but maybe i will
The room with the machine functions as a hint system in the early game, it tells you to look for the attic, i thought it was enough but i accept that it wasn't :/
Wish you told me where the typos were, i think i found a few but my english is still not there

Cute little adventure! I like that we got two different adventures for the price of one as a nice twist and hook, and while they were a bit short, they had their charming aspects to make up for it, such as the text adventure's multiple amusing endings, and the platformer's wild and wacky physics. In the end, I did enjoy my time, particularly with wrangling the platformer's controls and getting all the pudding hidden in its challenging sections.

However, there were a lot of aspects to the gameplay that were a bit hard to stomach. The text adventure felt quite lifeless with the way buttons don't even respond to hover-over or press and there were no pictures or sounds to pep it up a bit. The platformer just felt a bit too wacky to the point of confusion where jumps would send you up with inconsistent height for no discernable reason, or sometimes not even reading your jump input at all. There was also the fact that a single death in the platforming section boots you all the way back to the start, which given how janky the controls can be, can feel really unfair and frustrating. I'll admit that this was before I knew how short the game was, so in retrospect it's not that bad, but I was strongly considering quitting a few times when I wasn't aware of how close I was to the end at first, and I wouldn't blame some others for feeling the same.

tydaze responds:

I agree with you on all of your points! This game was rushed to meet the deadline of the game jam and there definitely were a lot of things that could be improved. I think I'm done with this game as is, but I'm definitely taking what I learned to apply to future projects. Thank you for the thorough review!

Bit of an awkward game to get used to at first, but quite the novel experience that reminded me a lot of one of my childhood favs: Pac-Man 2 The new Adventures on SNES! The whole aspect of learning the various typing commands, having to manage the upsides and downsides of moods, and the crazy level arrangements really gave the game quite the interesting puzzle element to it all that I found quite addicting to conquer!

Despite that, the game did have some clunkiness to it that was difficult to ignore. For one, I felt like the bus driver was a bit too chatty at times which kept killing the pace: I know he's trying to help and all, but sometimes I just wanna play and figure out the puzzles myself without all the hints! There were also a lot of times where you're caught in a cramped situation where you can't enter commands fast enough comfortably even with the up command. For example, on level 2 I was frustrated that you can't jump in a direction when you're standing still, like you can't 'jump left' or something like that, you can only jump straight up when still, meaning you need to rapidly type 'go left' and then 'jump' very quickly before you fall off the edge immediately to your left. There were also just plenty of weird collision issues and general wonkiness. It wasn't ever too bad to get me to stop, but still, it made it feel a bit undercooked.

But the biggest part that killed it for me is that it had no save/load system! I got all the way to the third world and wanted to see how it ended, only to find out after coming back that I'd have to do everything all over again in one sitting. I dunno if the game was fun enough to have me put in the effort to replay all of it just to continue, so yeah, bit of a bummer that it might be left unfinished!

NothanyTPM responds:

Can't explain how the process went completely (since I only did the art), but from what I've heard from Sodoj it was a pretty rough development.

A lot of the wonky-ness came from the fact that they only had a few days to finish the game, and already spent a good chunk of that time scrapping it to redo it in a new engine halfway through the Jam. Play-testing was also only done on the second to last day, and I only got to test the fist level.

I will admit as well that the game isn't the best, and I pretty much encountered the same problems as you. Not 100% sure if Sodoj is going to patch the game later-on, or if they'll just abandon it, but I can say that you've pretty much saw everything in the game.

There's only like 2-3 worlds, and no proper ending, so it would have been disappointing regardless.

Still, you gotta admit that it's a decent little concept.

I'm always a little wary of these Ant games as I'm never quite sure whether the low-effort presentation will actually cleverly hide a well-constructed game, or if it will play as bad as it looks. It's a gamble, and in the case of Fat Fish Aquarium, I really wanted to like this game as it made a very solid impression with its goofy yet well-made retro Windows aesthetic and nice little touches like being able to click on the fish on the main menu. Gameplay looked like it was similar to idlers like Insaniquarium which I enjoyed, so I thought I won the gamble and was experiencing one of the great Ant games: I was all set for fun!

As the gameplay went on, however, I found myself feeling once again that I had been tricked, duped, and bamboozled. Yes, the gameplay did seem to be somewhat similar to Insaniquarium at a glance with its money generation through feeding the fish, but it was lacking all of the interesting management and strategy, and worst of all, the progression was criminally slow, like even worse than the progression of trying to play a free mobile game without spending money. I spent 10 minutes with the game and in that time, I wasn't even able to acquire enough money to buy a single other fish: call me impatient, but I don't feel like I should've had to wait even 2 minutes for such a simple thing to happen! It was just ball-achingly boring to only be able to wait on my single fish to generate anything, even worse since all I could do as a player was feed it and listen to its one single om-nom-nom soundbite over and over.

If I were to try and be nice, I suppose there could be the argument that the slower pace makes this more like a true idler game: something you leave on your second monitor as you do something else and only check on it every now and then, similar to a real fish tank. Unfortunately I don't think it works in this manner either as the amount of atmosphere and ambiance and simulation that the aquarium provides is very shallow, what with its repetitive and minimal variance in sounds, braindead AI and lack of random events.

So yeah: nice first impression, but it was all style over substance as I felt like the game lacked any fun mechanics or depth, and to put insult to injury, it progressed at a speed where I would expect the heat death of the universe to happen before I would be able to get all of the achievements.

AtreyuGilbert responds:

Yeah, I feel like pacing could definitely be improved. I remembered my original prototype of the game I showed to Ant as reference was actually a little faster paced, and I hope he can actually fix the pacing eventually. Thanks for your review!

Ant responds:

Lmao yea you’re totally right dude
It’s a fixer upper that imma get back to eventually with a full version of the game that is improved in most aspects except for the aesthetic of the game. I made the original build in only about 2 weeks and added a bit more afterwards but other than that it was more of a game I just decided to work on while i was taking a break from other stuff so I hope to make a better version in the near future, thanks!

It didn't make the greatest first impression on me what with its overwhelming and confusing start where it just dumps you in the thick of it, along with its terrible controller controls (a game that just uses a controller as a virtual mouse feels really bad to me), but nevertheless this game really impressed me in the end and I look forward to seeing more of it!

I was really impressed at the amount of choices and reactivity that the game has. It was really cool how the bad guy not only has so many lines when reacting to things you say, but also reacts to events like staying idle, or drawing early, or drawing/undrawing when you're got him down, and so on: really made the characters feel so alive and made replaying fun to see all the ways things can go down in the end. Fighting was neat as well where you have so many ways to dispatch the bad guy: you can fight him straight up by countering his attacks, or you can use your clever examination of the environment to find objects you can shoot first to distract him and make him a sitting duck, similar to an immersive sim like Deus Ex where you can outwit a strong opponent instead of fighting them straight up.

That's not to say that I don't still think the game can be rather confusing. There are some silly aspects that the game didn't notice that I feel like it should, like the fact that the guy only reacts if you draw your pistol, but not if you start reloading it: shouldn't that feel like just as much of a threat? Furthermore combat felt very odd and inconsistent where sometimes I couldn't tell whether I was doing damage or not: it seems like the game intends for you to only be able to hit the target when you either distract them with an environmental object first or shoot them when they are about to attack (exclamation point) but there would be times I'd kill him with a shot despite not doing those conditions.

Alongside all the great reactivity, the game has a wonderful and charming presentation to it all, and I'm looking forward to seeing how this ends up in the full version!

Emptygoddess responds:

You're amazing. Thanks for the feedback.

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

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