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Hmm, it's an interesting take on the classic infinite runner, but I don't know if it went in the best direction. Most infinite runners have the player run automatically: this turns the game into an exciting test of reactions and quick planning as you try to keep your eyes ahead and pick the best path and have your fingers ready to deal with any obstacles that come. This runner, however, doesn't run at all: the player can move back and forward at their own pace. I suppose it's a unique and different take on the system, but it just doesn't feel as satisfying because of it. I know the game does have the bot chasing you, so technically you do need to keep running, but it just didn't feel the same (especially since the robot cannot be outrun if you do not get upgrades, making it seem like you're not in control of your own success since you can't beat it with your own skills). Also in general the levels seemed very depopulated with not enough obstacles, and the color switching mechanics just felt very odd with there not being an intuitive way to memorize which button does which color.

Pastruvium responds:

The running system was based off of Dino Run and was implemented in response to my designs for future obstacles (particularly later ones). However, I do get your point about it feeling a bit slow, and I probably could have/should have designed the obstacles to function a bit better while moving quickly. I think the movement system works particularly well during the boss battle and later in the game when things get a bit more hectic, but I can see that the feel and especially the early stages feel off. On that note about the speed upgrade, it's a good point and something that Dino Run specifically did well. Maybe if I were to re-do the game, I would remove the speed upgrade and put something in the game to increase the player's acceleration/speed, or even add acceleration and add an upgrade that decreases the time it takes to get to max speed.

On the depopulation of obstacles and such, the early stages are meant to ease the player into the admittedly complicated control scheme, and the game becomes much more dense as the player progresses.

On the note about early game, a lot of decisions were made for late game (hard obstacles), the boss, and endless mode (unlocked after completing story mode). I think they work a bit better in those cases, however as a result, the early game feels neglected and off-putting. I should have gone back and touched up the early game after getting the flow of late game down (at least I think I did!).

On the control scheme itself, I implemented the keys in a way for ease of use and speed in switching. I often think about them as most used to least used from left to right, or forward, up, and down. This was originally set as, from left to right, yellow (air), orange (solid), blue (liquid) for up, forward, down. This was changed as I felt that orange (solid) state would be used most frequently. In addition, through your video, I could see that my tutorial was maybe a bit too sparse, though I like tutorials to let the player figure things out by themselves more and mostly explain controls. In the future, I might include more text or optional explanations to help things along. Also on this note, it seems I failed in explaining the plasma dashes (w, s, and shift) properly. They, especially when upgraded, help the player moved from platform to platform, and to outrun the chaser bot when it gets too close, especially on endless. This is tied to the meter on the left side of the screen and is refilled when defeating enemies that can damage you. Money (Genetic Material) is gained through defeating the running enemies (scientists).

Thanks for your detailed feedback, and I really appreciate the video you put out! It really helped me see how someone else directly interacts with the game and tutorial without me around to explain things when they become a problem. It also really helps to see when mechanics and gameplay becomes frustrating or boring the moment it happens. I particularly liked the moment you figured out how the colored floors (gas and water funnels respectively) worked, though I definitely could have done a better job of explaining everything in the tutorial.

Pretty goofy game that has a great start, but kinda loses steam as it goes on (though I do still want to go back and beat this eventually!) I really love the quirkiness of the game's story: very charming to pull the rug out from under the player and do a whole character switch, which was great because I really love the slime team. I figured that, because of that, the game wasn't actually an rpg but just playing around with rpg themes and it would be just a nice adventure game. I wish that were the case, but no, unfortunately it does actually remain an rpg and that was my biggest problem with the game: the combat was just so weak for me since it just drags on and on. The dialogue was already becoming an issue because I couldn't advance text with a button press like how most games handle text (not saying I wanted to skip it, I love the dialogue, I just read fast) but the combat is so slow with its slow transitions and slow dice rolls and way too much health for all the enemies and due to the randomness the fights can just drag on. Honestly, I wish the combat was just taken out of the game altogether so the game can focus on the best part: the funny story and quests. Or, at the very least, I wish the combat was replaced with something quicker and more funny to fit the overall unserious themes.

migmoog responds:

Thanks for playing our game and providing feedback! Just a disclaimer I didn't weigh in on the design of the game much, that was Polyducks' field, I was just an artist and the only one of our team with an NG account. The whole point of the game's main characters becoming the slimes was for mainly writing purposes, and it says this game is an RPG in both the genre and description, so we didn't intend on changing that. The speed of the dialogue was a limitation of the engine we were using (GBstudio). However, I do believe that the heavy RNG in the battle system is a bit of a bore, especially in a game like this with so many fights. We're very glad that you took the time to play our game!

Pretty cute and charming game! Love the concept and I love the charming graphics and animations for all the characters. Game is nice and sweet and simple for the most part and doesn't overstay its welcome. I definitely had a lot of fun with this but its not without its problems as it does have a overall feeling of jankiness, particularly with the hitboxes. Most likely due to the 2.5D perspective, there were tons of times where I swear I shot water at fire but it just whizzes right over it without hitting it, or it ends up hitting another fire I wasn't aiming at. Maybe the hitboxes need to be more generous or something about the graphics needs to change to serve to pointing you towards where the ideal point to aim is at. The aiming/firing is odd too: most games have the crosshair serve as a general direction for the projectile to go, but the projectile continues past the point of aiming, whereas this game has the projectile stop and explode at the point you clicked at. This isn't necessarily bad, but I think if you want the aiming to work like this, the crosshair should be not a flat circle, but tilted as if it was painted on the ground, indicating that it will hit the ground at that point, making it more intuitive. I think I still had an overall good time, but definitely a little clunky in its implementation: luckily it kinda adds to the whole goofy charm, haha!

Butzbo responds:

Glad you liked it!

Yeah the hitboxes ended up being more troublesome than anticipated, in terms of perspective, and also at the time it was hard to find the proper size for them, big enough so that fire would get hit by the water, but not so big so that the llama would get hit if it passed behind it (probably having hitboxes for different purposes would have been a better choice). Also, I didn't put much thought about that crosshair detail, considering the 2.5d perspective I liked making it so that the bullet went right where you aimed, but I get how it can be confusing as its pretty unconventional, having it tilted to match the floor is a pretty good idea!

Thanks for the review! These detailed comments are great to get me thinking more in depth about design and mechanics.

I really want to like this as I think the intention is cool and there's some real elbow grease in there, but overall I had a bad time with this. The presentation is all over the place: I knew I was gonna have a bad time from the very start when the title screen, the thing that's supposed to sell you on the game, didn't have any effort put into it: basic system fonts, terrible formatting, haphazard layout, inconsistent design (why on earth are the config buttons highlightable and not the main play button?) and badly scaled images (why is the title graphic so small?) which have all this pixelization on them. Just an overall lack of presentation which I'd like to overlook, but it just reminded me of old Geocities sites that people make fun of, it hurt my eyes, and more than that, it was difficult to tell what did what and how to get around. I was hoping that, even if the graphics were bad that the gameplay would win me over, but same issues were had in all the games as well with bad, lazy HUDs, graphics and gameplay: it was cool to see the variety, but I would prefer one great game instead of a bunch of shallow games which get old in seconds, if they even work. Again, its a great concept and a good effort given the amount of content (even though it is overall not so great content), and I think it's a really neat collab opportunity, but I think it needed way more time in the oven: I'd like to think some patches can help but it would have to be a pretty significant overhaul for me.

larrynachos responds:

You're absolutely right on every account! I just can't seem to force myself to tidy up lol. I'm working with artists to slowly rebuild the visual aspects of the game, including the main menu! I'll definitely be revamping the minigame HUDS as well, I just don't have a lot of assets at my disposal :\

I hate to disappoint you, but I just plain suck at art direction lol. Like most of my games, the graphics are a combination of pngs from the internet and assets downloaded from opengameart (this time with the exception of the art contributed by icy64 and others!) just cobbled together. I could spend a whole day just fiddling with the graphical aspects and end up with an equally sloppy product, cause I can't really close my eyes and envision what I want, and when I try it usually evolves out of my capabilities and limited art assets.

I appreciate that you again took the time to do a more in depth review via youtube video! Can I ask what your computer specs are? It appeared to be running quite sluggishly (which is why the recoil in Madness Arena was so severe, and the physics games were running at a snail's pace). It's usually a matter of cpu. I'm using an i7-9700k (throttled at 50% cause I've been having overheating issues), and it runs fine for me (late game madness arena can always get a little laggy though, if there's too many enemies shooting you at once).

In terms of gameplay, I plan on adding more engaging minigames and refining the old ones with better features (for example, I want to replace madness zombie survival with a sort of animated on rails experience like time crisis, but that's something that requires an animator). The upcoming 1.4 release will include a new Line Rider minigame/level editor so you can make, play, and share levels :D

Oh man, I really wanted to like this game, and some part of me still thinks its quite charming, but I had such a bad time with this, haha. Like I said, I think the overall concept and graphics are very charming and cute, and the game does have some nice touches like the tutorial which allows you to experiment with the controls before actually playing. But the game itself is just so frustrating for me. I really want to jump on flies but it's practically impossible to do so because you can only jump down on them, not up, and branches are constantly in the way to stop you. I really want to move around efficiently and save time, but the frog drifts more than a fast and furious muscle car on NOS. I really want to get this fruits down, but these two fruits are right next to each other and I keep cancelling the first shake by shaking something else, like what sense does that make? I want to deliver this fruit, but whenever I pick up the fruit, my previously carried fruit falls up and right back on top of me and makes me pick it up, and also the witch takes an hour to say I delivered the wrong fruit when I already corrected myself and am trying to deliver the right one! It was quite the adventure, and I did laugh at my mistakes, and maybe I just suck, but I still gotta say that I think the game wasn't designed in the best way possible: good attempt however.

Omael responds:

Thanks for playing. Next one will be better :)

Simple game, but pretty cute and cool overall! Was really impressed at the overall presentation of the game with the colorful and responsive menus, UI, and HUD: those elements are forgotten by a lot of indie game developers and its nice to see so much work put into them as it really helps give it a sense of professionalism. Game is a little overly simplistic for me: only having rainbow mode as anything special, which doesn't do that much in the first place, last too little and take so long to charge can really make some of the levels monotonous at times, but I will say that once you get deeper into the difficulties and the balls really start to stack up, it gets quite fun! I do wish the screen and game elements were a bit bigger: can't really see the cute faces on the dots, and I also wish the UI was a bit better in some regards to intuitiveness with, for example, the rainbow bar being, well, actually rainbow colored to denote it instead of blue. Still, quite nice!

Starblinky responds:

Hey thanks for the thoughtful review and the compliments + feedback. Appreciated!

I agree with pretty much everything you said. Especially with the bar being rainbow colored. I did consider new special types but I found it too hard to balance when enemies were 1 hit kills. And I didn't want to change it too much from the original 2008 game.

And by the way, since this was the browser version I had to make a lot of cuts for performance. The original game is 60 fps, a bigger game screen and has slightly increased visual effects. The original version is on Steam for free if you're interested!

https://www.dotsrevamped.com/play/

Hmm, I haven't finished it yet, so I can't judge it for sure. The intro is pretty neat and does set up some good intrigue, and the graphics and scale of the world is quite impressive. However, that same scale ended up making me just get lost, and not in a good way. Without villagers repeating the objective or any sort of note/journal system, and with not much guidance in the beginning, I wasn't sure where the heck to go and just got sick of it. If the world was a bit smaller, maybe a journal/note system wouldn't even be necessary. It didn't help either that, as big as the world is, it seemed fairly lifeless: I was really hoping I could examine bookshelves and other things in people's houses to learn about them or myself, but I couldn't interact with anything. If I can keep track of what the heck to do, I think it would be cool: maybe I'll retry in the future.

TheEnkian responds:

I think you've made a few good points. Things I'd like to add:
- Objective screen.
- More clear directions/signposting of areas.
- Interactive bookshelves.

Thanks for playing!

Pretty neat game! It's a little bleh: a lot of the graphics like the corpses are pretty bad and kinda take you out of the experience, and the ship can be really bland as well, with different floors not even having some different colors or wall patterns to shake it up at least a little bit. But, for what it's worth, I did have some good spooks and the story was cool in that it had multiple endings (though it really sucked that I got an ending unintentionally and then it didn't save the checkpoint so I could retry). I also thought you missed some possibilities: I tried to use the bridge computer before even learning about self destruct and suddenly my character is trying to arm self destruct like he knows about it, and I felt it would've been cooler if he just drives the ship to a planet and ends up dooming everyone in his ignorance as an ending. I also thought there were some times where having the examine button and the interact button do separate things didn't make sense: when I first came across Seuss I examined him first, which had the character calmly state that it was Seuss: then I interacted with Seuss and now suddenly my guy is screaming! Was pretty funny, but yeah, I think examine and interact shoulda done the same thing there, just like how you have it do the same thing with beds.

thesteamknight responds:

Thank for playing and for the feedback!

Not too shabby! It ain't necessarily anything special, being a simple shooter, but it does do a good job for being what it is. A lot of games would be lazy and just make this go on forever and be a simple score attack, but this actually does have some decent pacing to it, what with the game actually introducing a 2nd phase at just the right time, as well as having an ending. Other than that, it's got some decent corpse explosions and achievements to unlock, as well as making the player hitbox just be the player's torso instead of their arms to give some good wiggle room. Kinda wish the shooting wasn't so clunky with the weird burst instead of a more comfortable full-auto or single-shot, but I understand it was probably done for balancing. Basically, the game knows it works best as a short game and it doesn't overstay its welcome, so nice work on that.

fullmetalchaz responds:

Wow, everything you said was spot on.
You knew every reason behind my design choices.
Its awesome but also a bit intimidating, thx man.

Pretty cool game that could use some more meat on its bones, but it has a decent core to work from! I love me a good brawler, and this game does seem to have some decent combat to it. Enemies seem to have some decent attack patterns with some good thought put into them, though they also have some weird placement at times, such as bats being put so high up that they never fly low enough to attack you. I know you probably put a lot of work into it so you think that people will put a lot of play into it as well, but at the moment, there is no way there is enough content to keep a player's interest through a horde of monsters that large, especially when they spawn that slowly and with such a low variety of different enemies. It took me forever to see a fireball enemy for the first time, and even then, they barely showed up, with the vast majority of the enemies still being the basic ones you see at the start. I think that this game is a classic case of trying to stretch a short game into a longer game: it does nothing but hurt the experience. I think if this game was shorter with a faster pace to it, it would do a lot to help, but even more than that, I'd love to see this with a larger variety of enemies, along with maybe having different levels to showcase different waves of enemies or different arena layouts, and some more cool moves to style on enemies with. It could be something really great!

Franuka responds:

Hey, thanks for the feedback :)
I'm planning on making a bigger, more interesting version (more maps, enemies, skills, etc). This was more of a prototype to work on.

Still working at it, bit-by-bit.

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