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Wow, very cool stuff! Was absolutely blown away by the presentation and story in this game: loved the epic intro and loved all of the ways it delivered story like the news station and the chatter from enemies as the situation gets more and more intense: really helped make me get into my role as an avenger. Gameplay was solid as well: felt great to cause so much chaos due to the satisfying feedback, there was interesting systems in place of outrunning the police parade and standing still to reload that made the combat very engaging and intense, and I liked the amount of variation in enemies and the way the city slowly crumbles.

If I had any complaints about the game, it would be that it doesn't teach all of the controls and rules very well (for instance, I was lost on how to create more eggs initially), and that, despite having variation and escalation in enemy design, the game did get a bit repetitive nevertheless, especially in terms of objectives and scenery being recycled. Still, very impressive stuff, and what an improvement from the previous version!

VerilyFine responds:

Glad to hear you liked it! I'll have those things in mind for future updates, thanks for the feedback.

It's a decent attempt at a jumping ragequit platformer like Jump King, especially considering the short amount of time it was worked on, but it still felt very wonky unfortunately.

I think all of the basics are there and it works alright: there's a lot of clever jumps and setups you need to work through and while the world isn't terribly exciting as it doesn't offer any interesting hooks or environments to traverse, it still is somewhat fun to jump around.

What killed it for me for the most part was the lack of polish (which again, is understandable given the time).

For one, the charge bar is completely out-of-whack and an outright liar: after testing I noticed that you only have to fill it up to about half-way, maybe less, to already achieve the maximum a jump will allow, as filling it up beyond that to max will not change anything. This is not only confusing but also frustrating as it severely limits the amount of wiggle room you have to precisely tune your strength.

Next, I found that there were a lot of times where you had no recourse but to do a leap of faith, which sucks because other games like Jump King will at least allow you to jump straight up as a means of scouting ahead: in this all you can do is jump up into the other screen and fail and try all over again, which isn't fair.

Finally there were also just a lot of glitches, like times where I would charge up and jump while standing in the middle of a platform away from walls...only to not jump at all: only moving myself to the side a bit would fix this for some reason.

AnderssonKev responds:

Thank you for playing and taking your time to write this review. I appreciate the feedback and I agree with your points. The jump bar is strange though, it should work but I might have to look at it and see what's wrong with it.

I hope that you had fun!

As always with these type of collaboration galleries, I think the heart is in the right place, and I do think this gallery does a lot right in providing a very cool and informative look at some great art from some great artists.

But I'd be lying if I didn't find a lot of annoyances in terms of navigation and presentation with this gallery that really made the process more confusing than it should've been:

*The Back/Next buttons can be really weird because they don't respect history/context. Tons of times I would hit next, expecting to go to the next artist in the country I initially selected from the map, only to go to some completely different artist in a completely different country. Similarly, sometimes I would hit back to go back to an artist I viewed previously, only to end up on another artists page I've never seen. I believe this is because the buttons work off of the assumption that you're moving from the context of the artist list, not the world map or the user's history. Very confusing.

*I really wish there was a way to view the artist's name and info page more readily instead of having to page through all their artwork to get to it. Yes, you'll usually get to their profile eventually, but I don't know why their name flashes for a nano-second and disappears before I can even parse it: it'd be nice if their name was always in the corner (or appears if I hover near a part of the screen, similar to the bottom toolbar) and I could click on it to go to their info page immediately.

*I don't know why the artist buttons when you select a nation don't highlight when you hover over them: I wasn't even sure if I could select an artist specifically because of this.

*I don't know why, maybe it's on my end, but there were a lot of weird instances of flickering text and graphics.

*It's not a huge issue, but I wish it was more easily apparent which countries have content within them. Yes, they get 'pinged' by the rotating sonar animation every now and then, but why not have that alongside a natural highlighting of all of the countries with content? It can just make it frustrating to have to hunt and check every country manually one-by-one to find where everything is.

*What the heck is up with the ordering of the artist list? It seems to be pure random, making it difficult to find someone. Shouldn't it be organized in alphabetical order, or maybe grouped by country?

*Some of the buttons can be confusing: for example, I hit 'Credits' expecting to see the info of the artist I was viewing, only to have it take me to credits for the entire game. Similarly, I was just trying to go back to the world map to select something else by hitting 'Quit', only to have the entire game shut down. Yes, it seems obvious in hindsight, but I hope you can see the logic of how this can be misinterpreted.

JamesChapp responds:

Ths for the feedback. yo realy help me to improve the galery last year.

the artist list goes in the order in which they entered the gallery.
the back / next buttons follow that order.

I understand that the gallery is difficult to navigate ... somehow I think I do it unconsciously ... like having an art gallery and wanting visitors to get lost in it.

I think there are many things to improve the gallery. I really appreciate the time you took to give me all this valuable feedback.

I'm going to analyze it and see what things can be improved for next year.

For me, one of the biggest challenges of this project was that the gallery does not obscure, distract, draw attention, annoy the artists' drawings ... but at the same time ... it does highlight and help to find the artists.

Already this week I start working on the 2022 gallery.

I thank you again for the help!

Greetings

Argh, this is a tough one for me: I do really like how charming this game looks and feels, but damn did I just find it frustrating.

There was a lot to like in the game: the levels were very cool and intricate with not only secret stars but also multiple routes and little hidden caches of candies, and there was a lot of challenging obstacles to get through with skillful use of the slides and jumps. And of course, the art and presentation of the game was very charming and bouncy.

But as hard as I tried to enjoy it, I just couldn't get into it as levels would quickly devolve into me constantly ramming into obstacles I couldn't see coming in time, slipping down unclimbable slopes and having to restart to try again, getting frustrated at never being able to stand still on tiny platforms since everything is slippery, and so on and so forth. I wanted to elegantly slide and maneuver through the cool levels and feel the rush of speed and smoothness, like you can in other fast-paced platformers like Fancy Pants, but it was impossible to do it here without having to annoyingly go through so much trial and error.

I mean, c'mon, it's been decades since Sonic came out and we still haven't learned that having a character move so fast and a camera being so close is just a recipe for disaster since you can't see obstacles ahead? And then you add to that already disastrous mix with an entire game themed around the most annoying level in every platformer: ice levels. Well, then again, everyone else seems to love Sonic so maybe I'm just an old impatient fuddy-duddy, haha.

Again, it definitely has a lot of potential and it was cool to see the game constantly getting updated and such, but at its core, it just felt like a very outdated platformer.

Stepford responds:

I definitely agree. My counter to ALL of your points is that the levels are so short, that you learn those elements pretty quickly. So you just retry and retry, getting faster and faster times. I do understand that the first time you play the level, it is frustrating, annoying and sometimes a bit of blind guessing.

Most people played the game for the speedrunning on the highscores, but if you goal is to only beat the level once and move onto the next, I could see how only the downsides of these mechanics would show. So I totally agree with your points!

Having the camera pan out based on speed should've been something we did, for everyone's sake. I have the same issue when I play Sonic and I also hate that game, but the levels are a lot longer in Sonic than in here, so :shrug:

Thanks so much for taking the time and writing out this thoughtful review! Love you, Futurecop! <3

Wow, really nice stuff here! Felt like an all-around solid game in terms of both having an interesting concept/mechanic that was explained well and just being solidly constructed and fun to play. Excellent presentation, with both gameplay elements as well as the title screen/intro being very smooth, juicy and professional looking which gave an excellent first impression. I had a good time trying to scramble both players simultaneously to beat the clock, and I was a little surprised to see that the levels looked to be randomly generated on replays, since it felt like the obstacles were always crafted with purpose and intention, so kudos on that algorithm (or maybe I got lucky RNG, haha). Speaking of replays, that would probably be the only downside of the game at the moment, in that due to how long games can potentially get, it did kind of make me adverse to play it multiple times since it was so arduous to get back to where I got previously, especially since it felt like a game which could've been fine level-by-level with a set amount of time each instead of a survival where you need to build up time. But hey, the game was a great experience nonetheless, so nice work!

JauqGames responds:

I appreciate all of this feedback Monthly Reviewer Man, thanks for writing a nice and long review. Levels are, in fact, procedurally generated (I find it easier to make many levels this way, especially when a 48 hour game jam time limit is at play). I will admit that the gameplay is a bit slow considering the fact its a highscore-type game, but I felt it was a good pace for the more puzzle-y gameplay presented. Still the gameplay does lend itself better to a level-by-level system something I will definitely consider in a potential sequel.

Definitely has some potential, but it's currently a bit of a mixed bag for me at the moment!

The best thing on display here I felt was the charming story and world. Don't get me wrong, it ain't perfect as the story does start a bit slow and unexciting (woo, find a necklace, who am i even?), and doesn't really do anything after establishing the whole knight story, but the world was fun to explore, in particular because it has a lot of objects you can examine with a ton of great flavor text, as well as a lot of NPCs with funny dialogue and nice graphics/presentation. Definitely some solid work there.

One thing I felt should be done is to update the journal. I love the journal as I always find it great when the game helps by keeping notes and synopsis so you can always come back after a break and figure out what's going on. The problem here was the journal didn't update as you made progress: it should definitely add/update text as events unfold, like "a guy at the bar said he saw a slime in the east take the necklace", "the slime bounced away to the north when I tried to take the necklace from it! there's a rock in the way though..." and so on.

In terms of parts that bothered me: the combat system was criminally boring at the moment and an absolute relic. Apologies, but I have a vendetta against these overly simplistic battle systems that just devolve into attack-attack-attack over and over, and right now, that's all this system has. It's painfully outdated, especially since even the most old-school-esque RPGs coming out nowadays have a bit more neat things going on in their combat (like bravely default with the brave/default system, or SMT with its press turn system). You absolutely have to have something more interesting going on with the combat here, or if the combat is going to be this painful and not a focus, maybe have a more interesting way of avoiding it (like sneaking up before or hitting them pre-combat to get an advantage). I was surprised that I didn't see some sort of Undertale-esque system with the combat, given the whole story started off with a divide between genocide and pacifism!

It didn't help either that the combat was painfully slow at a grander level as well: experience points and money was gained at an absolutely glacial pace and made the whole thing even more tedious, forcing me to go back and forth between the bed. I know there are some old-school die-hards that might go for this slow burn and long grind (modern games do tend to give power too quickly and too easily, I'll admit), so its up to you on whether you want to keep that, though.

Anyway, that's the gist for me at the moment: a charming world with some fun dialogue and characters, unfortunately with no great story hook and a painfully slow and repetitive combat grind that isn't worth it. Hope to see this get updated into something great though!

Azeleon responds:

Thanks for playing, and I really appreciate the detailed review!
I completely agree with you on the story and combat; one reason why I decided to ultimately start over was because of the basic and disordered story, as well as the plain, slow combat. I'm glad you enjoyed many of the other aspects though, I've always been a big fan of interactive objects in the world and interesting NPCs in games myself.
There will definitely be improvements to everything in the full game for whenever that comes out in the future, but for the time being, thank you for testing this little demo and giving your input on it!

Pretty fun game! I definitely feel like there is a solid concept at its core: the depleting energy forces you to dig as fast as possible to keep it up, but that makes it so that you need to think fast, either avoiding bombs when possible or ensuring you don't trap yourself in a position where you get screwed by a bomb wall/chain reactions. There was some minor confusion at the start where I didn't know why bombs only blew up bombs and me and not the ground surrounding them, but for the most part it was all good.

As nice as the core was, though, I did find myself losing interest rather quickly. Obviously this isn't that bad since it's not the most complex game and nothing lasts forever, but I didn't stay with it as long as I thought I should. I think it kind of came down to the randomness of the game and the lack of a sense of progression. While most games start easy and slowly build up the challenge by introducing more types of obstacles in more complex patterns, this seemed to just be totally random, sometimes starting very overly difficult. And as neat as the screen rotations were, it kind of felt like they should've lead to more, or maybe not rotate at all to change the direction up instead of return to status quo. Second was that it kind of felt like the game switched between modes of whether it was just a rapid-fire action game where you go fast and cut around bombs, or a puzzle game where you get dead-ended by a bomb wall you need to defuse in a careful manner: both were nice, but sometimes it felt like the game leaned on one side harder due to the RNG, making it feel odd when the opposite reared its head, I dunno.

AnderssonKev responds:

First off, thank you for playing my game! The points you bring up are very valid. I think that if I would take the concept and improve it I would work in the progression so it's not a risk of it being filled with bombs early on. Then introduce some visual changes as you get deeper and possibly add some new smaller obstacles so you feel that things are getting different. Also work on the timer a bit so it's okay to stop and "solve a scenario"

While it took a little bit of doing to get used to the overly simple and unsatisfying controls, where actions like climbing ladders/ascending stairs have been replaced with single button presses, I found that the game did have some rather fun stealth action. Don't get me wrong, I still feel like it's a bit drab in that it lacks more fun controls and wiggle room, but in a way, I appreciated that teleporting up and down ladders/stairs did make it so that the game had no confusion with getting stuck in a half-way state and whether that would make an enemy see you and such. With that out of the way, the only oddity left is the weird decision to have the zoom-out require an energy bar" why not just make it that you can only zoom-out if you're standing still, mayhaps, if you feel like it's too powerful to zoom out all the time?

Anyway, for the most part, the game was fun to creep around the castle, scoping out both patrols and hidden pathways to find the best way through. I liked how it had little touches like being able to see the shadow of patrols when you're inside a hidden passage. I focused on just going for the trophy this time, but I'll be back for those medals!

FadrikAlexander responds:

Thanks for playing and the feedback!! agree on the zooming stuff after trying a lot of stuff I found what I have to be the best option as having it to zoom when standing slowed the game pace and to always be zoomed made the game easy, but I'm still trying to find another solutions to the issue.

Of all the subjects to make an art collab around...well, I didn't expect this. But hey, where else can I see the best assortment of Alex screaming faces?

Pretty decent collab and as usual I always like to see collaborative projects like this. For the most part, the interface is nice, clean and simple with good presentation/framing and backgrounds/music to match. I'm glad to see that there are easy links to the various artists profiles as well.

While it's solid, however, I would've liked if there was a few more features and a more interesting presentation. For one, there were a lot of images which were presented quite small which made it difficult to read the text within them or just see smaller details: would've been great if there was some sort of zoom-in option to help here. I also really wish there was some sort of gallery mode or table of contents: having to go through them one-by-one is a bit boring and annoying if you're trying to find certain ones (and can potentially lead to artists at the back unfairly getting less attention since people might drop off before reaching them). Speaking of that, it'd also be neat if there was a cooler navigation or interaction to the whole thing: for example, if you made a 3D YIIK-esque game where you actually walk around and interact with people/paintings in the world to see them: would really help it stand-out and get more attention than a simple gallery like this. Maybe that's an unreasonable request, but don't let yourself think that an art gallery can't be more than just this basic listing format!

Anyway, cool collab, all-in-all, and merry yiikmas!

TheHauntling responds:

Thank you for your review, if we get a few more devs, we might try some 3D-esque stuff in the future.

Copasetic responds:

Thanks for the review, your input is super helpful. We'll try to integrate your suggestions the next time around.

Gray responds:

That was a book

Cute, solid little game! Definitely a great take on Crazy Taxi: feels good to sub around and try and balance speed and smoothness to get bonuses, and I like that it includes all of the various different modes like the traditional mode where you get time for fares, or the fixed mode where you're just seeing how many you can get in a set time limit, and so on. Everything felt nice and it had a nice bit of polish and pizazz to it.

For the most part, I had a good time, so most of my complaints are just minor nitpicks. The first one was that, while the map isn't anything super maze-like and you can learn it quickly, it can be frustrating at first that the camera is so close and there is no map, meaning you could be following the sonar straightforwardly and not realize you had to go around something else first to path correctly and just get stuck in dead ends. Second, the apps felt a bit superfluous as well since they're already automatically displayed when you drop off a fare so why even bother giving them a button: felt like the app should've had a better use, like locating fares which can be frustrating to find blindly. And finally, for a sub game, I do think it would be cool if the game was a bit more physics-based with a lot of momentum and tank-turning and such that would make you feel like you're in water in a huge sub: instead the game has very simple cartoony straightforward physics which makes it a bit bland and too basic, nothing to really get skillful at manuevering.

Extar responds:

I initially wanted the app to be a lot more involved, like you say for locating fares or something like that, but as the game took shape it ended up going more in an arcade direction. So the app basically got relegated to an occasional extension of the HUD with fun little stats on rather than something that you interacted with.

The handling of the submarine is an interesting one, it started off with much more momentum and slower acceleration which made the handling of it more weighty and realistic I suppose. Gradually, every slight adjustment ended in the submarine being made faster and probably less submariney. I like the idea of heavier sub handling but yeah that wouldn't line up with the arcadeyness elsewhere in the game :)

I always look forward to hearing what you think, thanks for playing!

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 36, Male

Computer Guy

UMD

Joined on 11/21/06

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