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An alright game for a few laughs! Little bit overly simple without much to it, but it's nevertheless quite explosive and kinetic with its animated presentation and has a fun little loop that escalates quickly, making it frantic and exciting to watch all the chaos happen! Little bit weird and glitchy though: I dunno why it's called hight score instead of high score, and it's not even saving my high score despite multiple attempts (it does save the hard score though?) (oh ok, now it's saving my hight score? weird, it wasn't before...huh)

Starryman responds:

thanks for letting me know! for some reason i always mistake high with hight, my english is not very well, but i will fix this definitely fix this errors

Well, I'm absolutely late to the party so my review probably don't meet squat, but looking at the remnants of the place, it looks like everyone had a good time and there was a lot of cool stuff made! Shame about some of the stuff like the dance floor never getting finalized (unless maybe it did but the time travel mechanics didn't work for me or something, I started on December 1st when I loaded it up today, and then it jumped me to January 1st after reloading). There was some slight glitchiness here and there but nothing major, just stuff like presents showing the picture preview without me even opening the present yet. Cool stuff as usual, and I love seeing these collabs!

midgetsausage responds:

sorry for the late reply but brandy was busy kissing george in the last day so they had to rush that dance floor

Hmm, game has some ups and downs. For example, the title screen logo is very impressive, but the rest of the HUD elements such as the credits, score display, and so on are very bland hard-to-read text: could use a bit more stylization or outlines to add a little bit of a professional touch. Graphics seemed a bit haphazard as well with the coins and mines looking good, but the actual platforms looking like a sprite that's been awkwardly stretched/resized. The gameplay is quite basic, nothing to write home about, but it's functional: was confused on why I would die when I didn't land on a platforms, and why I couldn't recover from death by landing on one during my death fall (feels a bit unfair to not be able to). Controls were a bit confusing at first with me not realizing I had to click the sides of my screen with the mouse (thought I could just click to the left or right of my character to move in that direction) so I switched to keyboard which worked better. Seems like an alright idea, but I think it's just missing a lot of spice and something special to make it really stand-out from others.

GoodL responds:

Thanks! I always appreciate your feedback, and honestly since you reviewed World War Wizards a year ago I've always kept what you said in mind while working on new games. I really do appreciate it! I totally agree with what you're saying on the text, it's absolutely true that I didn't put in a whole lot of effort there, other than the title screen text, and doing so definitely could have applied that extra polish. It does look a bit... unfinished I suppose.

As for the mouse movement, Construct defaults "touch" inputs with with mouse pointer inputs. I never intended anyone to play this game with a mouse. I suppose I could have disabled that from even being possible.

You are not wrong that the platform sprites are a bit awkwardly stretched. Despite doing this game in pixel art, I didn't actually use "true" 1x1 pixel art when it game to putting the assets I drew in game. I'll keep that in mind next time. It's something I usually like to do, but I guess I was slackin'.

Lastly, in my mind it made sense that if you didn't land on every platform then you'd be "falling too fast" so you would "take too much fall damage from landing on a platform after missing one." But I do realize that that isn't exactly cohesive with the fact that the fall speed increases over time. Honestly I was hoping to hand wave that away with "video game logic." lol

Thanks again, and happy new year!

Goddamn, what a charming game! I really love the dialogue system in the game with how it works off of your limited recordings: felt awesome to talk with everyone and gather the appropriate lines like a puzzle/investigation, and it was very impressive in how many ways the plants reacted to every type of line you'd deliver (even the ones I'd just do as jokes, haha). So innovative and clever: blows modern dialogue systems outta the water since it actually involves more than just checking off everything in a tree or picking the best response! Reminded me of old-school games like Shadowrun or Wizardry where you could collect discussion topics to help your investigation. It did get a little frustrating at times with the limited recording space, but the game was short and sweet enough to not be an issue with that. Top off that innovative design with some really cute graphics and story; this is a winner! Now if you'll excuse me, I gotta go back in and collect the rest of the dialogue!

minibunnies responds:

Thank you so much for this wonderful feedback! I'm really glad to hear you enjoyed the puzzle of the game. We tried our best to cover all of the dialogue options we felt made sense, even some of the more obscure random lines. I'm happy that you found a lot of those lines! We wanted to restrict how many lines you could have at once to make the choice of what you record matter. I can certainly understand how that limitation might be frustrating though! It really means a lot to hear how much you enjoyed it, thank you for your kind words.

Pretty neat and silly artistic tool! Dunno if it's much of a game unfortunately, but I did have some fun goofing around making some drawings and shaking them about. I was hoping for a bit more functionality, like other tools to mess around with, or the ability to save/print/share our drawings and such, or maybe a game to go with it, perhaps based on our drawings (I mean, Vib-Ribbon, which I looked up based on this, did have a neat game to go with it). Anyway, I don't mean to harp on that so much: it's still quite nice, reminds me of generative art assignments back in college. One thing I did find a little confusing was the decision to make 'end line' actually cancel the line you're currently making, instead of finalize the line: I initially thought to make a line you'd left click and then right click, but instead you made it left, left, right: got used to it but I would occassionally mess up and lose progress.

nokoi responds:

its funny cause im making a sequel and almost every feature you mentioned is already in the to-do list lol

Cool little fun arcade game! I like how there is a bit of a double-game going on, where one game is just you focusing on getting a high score by hitting the targets, but another game is looking for opportunities to best decorate the tree in a good way (like looking for targets where you can criss-cross big lines of tinsel and such). Wish I could save/print my final tree image and score and compare it with others to see who's the best decorator along with the highest score, haha! Also, I kind of wish it would automatically opt-out of the tutorials on a retry, but it's not necessarily, fine as-is. (Also, this is probably silly, but the flashing tutorial text is already enough for emphasis, having the circle targeting for the flashing text made me actually think I needed to aim the bauble there at first, lol)

Extar responds:

Really glad you enjoyed it! Pico-8 usually lets you take screenshots from the game with the F6 key but that doesn't seem to work when playing it through HTML5 in-browser. I'll see if there's another way I can get a screenshot into the game.

I like the idea behind it and I think its a pretty neat precision platformer, but it felt a bit too frustrating and unintuitive at times. Certainly game me flashbacks to games like Celeste with being able to replenish your jumps, and I enjoyed puzzling out the best way to go through a stage and then getting good enough to execute. However, it was a bit frustrating. With the controls, I'm not sure why you chose to make it so pressing left or right executes a jump instead of requiring to press up along while holding left or right: making it jump on just left or right means you can't fine tune your jump by wiggling around slightly because this can make you waste a cherry, which means that you have to be way too committed to your initial jump arc, making it a bit too unforgiving. Also, there were tons of times that I felt like I got a cherry but it didn't count: maybe make the hitboxes a bit more forgiving if it doesn't damage the puzzles. Having said that, I do want to go back and try this game again to get all the way through since it was quite fun: just a bit too overly challenging since it requires such precision. I can understand the design decision of making your character have to commit to a jump arc, like how Castlevania NES does it, but it might not go down well with most players since it just feels bad and unfair at times (most players prefer Super Castlevania SNES haha). Oh yeah, as another note, I wish there was something close to our player that could tell us how many jumps we have left: like a bar with segments or dots below the frog, or maybe Celeste style where our frog changes color to indiciate how many jumps we have, so it's easier to track.

HenrySanchezNG responds:

I get that frustration reaction allot, guess I have a high tolerance for these kind of games, I'm a getting over it fan after all hahaha. But I understand it's not everybody's cup of tea.
The control decision was to restrict the player, that was before the game was published and I had no idea about the average player's skill level. I made a rebalance patch after people sending me messages telling me if it was even possible to pass level 4. So I changed and added cherries to the entire game, guess that wasn't enough.

That jump indicator is a good idea, besides there was gonna be light trail so it could help the player visualize their trajectory.

The whole point of restricting the controls was to make it less about maneuvering and more about initial positioning and calculating trajectories. I thought people would figure things about but now I know that I could've made a better job in teaching the player how to play.

If a sequel ever exists MAYBE I will change the controls hahaha.
Edit: Just kidding, those controls have to go I will change them I promise :P
Thanks for the review

Pretty neat game! Especially love the gorgeous presentation: the animation of the character and the background with its parallax and day/night transitions are very mesmerizing. Gameplay is simple, but fun to get through: felt good to get better at movement and learning little tricks. Interesting use of outlines around obstacles to help visibility (I wonder if this should always be on for easy/medium but not hard, or maybe graphics changed so obstacles stand out without them, or whatever). Only thing that hurts it for me at the moment was 1) it seems like the world is not randomized, which I feel hurts replayability a bit, and 2) there's no score tracking or anything when I wish there was so I can try and save Hanukkah even faster than last time.

KJScott responds:

Yup, the randomised layout reconsidered but I didn't have enough time to develop and put it in, I fully agree with you there. The same goes for score/time tracking. That one though should be relatively easy to implement, so i might take another look at this soon and see if i can't throw a best time in for each difficulty.

Definitely seems to be pretty solid and has a lot going for it, presentation-wise, and I do love a good beat-em-up, but at the moment it just felt a bit awkward to play. The character just felt incredibly stiff, slow, and frustrating to control: usually a punch comes out immediately when you press a button in these beat-em-ups, but here, it takes a long time. Air control was a bit weird as well where it felt like you were too committed to your initial arc or something. There's a parry system which seems cool, but enemies barely give telegraphs of when they are about to attack, so you end up just having to guess pretty much. There's a neat combo system, but I had no way of knowing what my combos were except for memorizing them, and when I bought combo extensions I didn't know what combos they affected and how. I really wanting to get some cool juggle combos going, or some cool defensive counters, but there's so much lag and recovery on my character, I couldn't cancel anything and it just left me feeling so slow, stifling my creativity. Levels were a bit drab as well, with them being incredibly short scenarios and enemies just lining up to get punched. Gameplay can end up feeling a bit tedious from this as well as other things, like the fact you can't hit enemies on the ground, instead having to wait for them to get up. Items are upgrades were weird as well: I unlocked blade mode, but it turned out I have to buy it again if I want to have it for another level? I think this game does have a lot of heart, though, and could end up being cool: hope you get a lot of feedback and I'd love to see more from this!

MagicWing responds:

thanks for feedback.
i will try my best to improve the game.
notice:you can hit enemies on ground after unlocked corresponding skills

Still working at it, bit-by-bit.

Lucas Gonzalez-Fernandez @FutureCopLGF

Age 37, Male

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Joined on 11/21/06

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