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TebyTheCat

77 Game Reviews

9 w/ Responses

Really creative and well executed concept! I liked the different designs of barrage waves. I didn't expected the character to go faster while not tapping, but it worked fine (extra damage while being harder to dodge made it well balanced).

I gave up with the ghost mechanic, never got the flow to make it till the end, it was too hard for me

In the level that you fight a wasp for the first time there is an abyss at the left side that if you fall your character gets stuck (like softlocked) under the screen (you can walk to the right and left until hitting an invisible wall I think), but I had to restart the level to get out of there

Also when I first killed the spider it happened at the same time I got killed by a projectile, after that the screen turned black with the boss music still on, the r key didn't work

Overall this game seems cool! The concept is cool and fun to play (throwing sword->jumping->grabing mid-air and throwing it again was a really cool combo I did with it)

I played all the yellow leves, gave up on the first pink one and also on the second blue one

The first levels were nice (1-6 should have being the last level of the yellow group. since it was the longest of the group, it really felt more importante than the others, and to beat it only to have... another short level and than it's over... it felt a little anti-climatic)

Now, this may be a me problem, because, I don't have a mouse.
I'm playing in a notebook that has a touchpad, so playing with my right hand in the middle of keyboard while having my left hand in the far right trying to hit the "enter" key at the right moments while also needing to move and precisely click on small square that was "still" but was actually moving all over the screen because the camera kept following this ball...

It was just... harder than I think you meant it to be
(or I just suck)

There was some neat tunes in there, like the main menu song was catchy

The visuals were fun and fine, could be improved upon on

DAY-M responds:

Thank you for your feedback, this was a port from andriod so maybe that's why the controls arnt quite right on here. If you have an Andriod phone please feel free to try it on there. Many Thanks DAY-M

For what it is I liked it

Controlling the ball was fun (but having "enter" key for jumping felt odd to me, why not "z" or "spacebar"?)

Was the game supposed to evolve with time? After a while a spike breaks the floor into another spike and than... nothing else happens? (I got to score 60 with nothing else changing)
And there is this ramp at the right corner because... ? After a while the game quickly became stale

I liked the design of the ball's face, everything else was not that interesting looking

The song was fine

DAY-M responds:

Thank you for your feedback. This is a mini mode from the game "Ball Face". Yes it still gets harder, more of the ground breaks up etc... Maybe the timing was off and it should progress at a different speed. I will take your feedback onboard. Cheers DAY-M

I liked that the last few levels had more challenges to them (like inescapable dead end corridors)
One thing though, the occassional green/magenta color combo with the background really hurted my eyes... And I like that green, but be careful with saturation and brightness...

Short, but a good practise for game dev.
The jump felt weird and I felt that the bunny was larger the he was suppost to be. In the beggining of the second level the bunny seemed to have kept restarting when I didn't get the first jump right, don't know why that happened.
Also in the congratulations screen you can walk to the far right, and if you leave the screen and return the bunny sprite disapears and the camera follows an invisible player. Just pointing that out because I thought there was gonna be a secret (which would be a good thing to have) but instead it seems more like a glitch...
Art wise: I like the background, I thought it was pretty. The foreground objects ( the spikes, carrots, platforms and the bunny) weren't that good... And I think because the hitboxes of some stuff were a little weird it caused the art to feel worst than it is.
No music :(

pennynhan956 responds:

Thank you so much for the comment. I really appreciate it

Sometimes the controls were a little too slippery, sometimes the double jump didn't work. This sometimes wonky gameplay together with a save point only happening at every 5 levels (meaning redoing a lot of the same because you messed up just one part at the late levels) made me want to stop playing before getting to the end.
I liked what you were going for with the story and I liked that the friendly tutorial flames were from your friend, but there could have been more dialogue through those flames to establish and develop the characters and their personality. The info dump happening after level 9 wasn't the best way to convey your narrative. Progressing it gradually after each level (and maybe even tying it with what happens in the levels) would feel better.
I liked the music, the art was fine.

In the blue rocket game: if you die a couple of times the game gets SUPER laggy and unbeatable, but if you leave the screen and return to it it becames normal again (which means redoing the whole thing again if you had trouble in the last wave... looking at you 4-3 !!)
Other than that the whole concept was very interesting and I wonder what you'll do with this in your following works.
I loved the art of the overworld, but the music was just ok (the soul of 8-bit music is in catchy melodies that don't repeat that often to the point of annoyance. None of the songs were annoying, but neither lifted the gameplay experience as they could - or as I think a song could... why am I still rambling about music?)

JauqGames responds:

Glad you enjoyed my game. If I were to expand upon this game (don't know if I will) I'd like to make it more like the game The Witness, except with more mechanics per game and a few more minigames.

I definitely agree that the soul of any music is catchy melodies that don't repeat often.

The wall jump was a little too jaggy. And the ice physics were annoying (After jumping on ice the player can no longer do anything about the rest of the jump trajectory?? Really?? why?)
Also, some level desings were really mean with adding hard precise jumps after a really hard to achieve part.
Adding the motivational text was a great choice, and you did manage to tie most of what was written to what the level was about. I fine job at that.
While the art was fine it could have been better. I liked the song, it was a great choice to evoke both a snowy feeling and the feeling to keep on moving.

I'm in awe. Despite being short... the art was great, the song was good, the story was wholesome... and combined perfectly to great a much greater ambience that elevated this game to a much more entertaining and memorable experience, bravo!

Making stuff I like, improving little by little

Brazil

Joined on 12/13/18

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