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Bcadren

71 Game Reviews

21 w/ Responses

Nothing too new or interesting describes this about perfectly. "Catch the falling things" as a mini-game has been around forever and this didn't make anything new out of it. I remember having fun with similar mechanics back in Pokemon Stadium 2 in 1999 with Chansey and the eggs. This was relatively slow and boring compared to that and the art was poor; music/sound non-existent.

Congratulations, you remade a classic game and its not glitchy.
But it's a really barebones remake; not remotely unique or interesting.

You really need to make it a command to go downstairs and not an automatic effect of the tile. I killed a skeletal mage on D:4 and he dropped a ring of haste I couldn't reach because he died on the stairs. Good show for a Roguelike in general, do wish you would use something like out of depth hard monsters you -have- to run from and ability to zigzag up and down though.

Not terrible, but it's less than the classic breakout at this time and I can tell it's something that was made in Unity in a few hours and still needs a lot of polish. No major glitches so I can't diss on it too heavily, but I feel like it's too early to call it much. Doesn't even look like it has it any real art at this time; default unity boxes and a sphere and no much texturing. I would say I'd like to see the project folder and add to it.

Mostly just what it says on the tin. Works well enough. BUT...

Holding down space has a random chance (sometimes it does it sometimes it doesn't) of extreme rapid fire making the level won in seconds.

There is no speed up near the end.

There is no sound...at all.

Mothership is too easy to hit.

My advice; fix these major glitches/oversights and reupload. I have to vote to kill it right now.

Good art. Controls are solid.

But, feels a little slow paced; reminds me of pitfall. I'd do away with the limited lives, it gives an arcade feel, but no one really likes that anymore; just restart screen is enough. And I'd make it a little more face-paced and a little more mid-air control. Also, yea, nothing feels that unique as well.

farfromsleep responds:

The slow pacing is deliberate, like I mentioned in the description it's a tribute to Hunchback, which was itself derivative of Pitfall. Even though it seems a little slow it's actually been sped up massively from the original (I remember it playing slow, but couldn't believe how slow it actually was when I revisited it). The simple layouts, specific timings and fixed jumping are all references to it. It's probably not for everyone, but it was designed with those elements in mind, for better or worse.

I wouldn't normally go with limited lives, but for a short game with a handful of screens I felt it gave it a bit more challenge. The whole thing was built from scratch in a few days, so there's certainly things I'd change given a little more time, but for what it was I think it turned out okay, if not to everyone's taste.

Thanks for the feedback, appreciate it!

Good: Nice Hand-drawn art.

Bad: Umm, this is a game about mashing the mouse button and nothing else. o_o; And this has been done before; and it's actually really hard at this non-unique skill.

Good: I suppose there is some strategy to choosing which upgrades to get and when to stop by the timelimit.

Bad: I'm not sure it's actually possible? And the game doesn't tell you what the upgrades do until you've bought them once.

Sorry, I entered Ludum Dare too, but I can't rate this highly on anything other than art.

I hadn't seen this concept before, honestly. Reminds me a bit of the big Gnorc with a balloon in original Spyro. It starts to getting annoying towards the end; which gives me the feeling that you (a) didn't ramp the difficulty up fast enough and (b) ran out of ideas and/or didn't want to bother with other features. At least you had the decency to stop before getting to annoying, though instead of an ending we get a single gag and an epilepsy-inducing invitation to play more game on your website.

Still it's a unique concept, good art, and it works well. I hope to see it expanded better than this.

Works well; solid level design. Same gimmick that Shift started back in 2009, though with a radically different (more detailed artstyle). It's fun, but not that unique in a meaningful way.

Also, I really wish GameArk would kill that intro, music and a surfin' giraffe is memorable, yes, but it's also longer than most intros, loud and annoying. I'm sure that's not you as an individual developer.

It works...but I think it's a rather tedious idle game and not that worthwhile. *shrug*

It's a platformer. It works; there's also not that much unique to it. So...middle of the road 2.5/5. Like to see what you intended to do with it though.

TeamToastedT0ast responds:

It was just intended to be a game where you travel through various 'worlds' within your mind. Each world would have it's own mechanic unique to itself (eg. stay by fires to avoid freezing to death in the snow worlds)

Lucien Fatima @Bcadren

Age 33, Male

Indie Developer

Joined on 12/19/13

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