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TebyTheCat

77 Game Reviews

9 w/ Responses

I disliked the very beggining, because there was no interaction other then watching how you are supposed to do things... to me a good tutorial lets the player interact with the game (albeit in a controlled space) to know the gimmick. And the first 5 levels serve as a better tutorial than those cutscenes at the beggining.
Other than that I really liked the rest. The idea of the game was interesting, the execution was good and you always added some new aspect to it in a good pace. And the levels were clever, but because I had no ideai how many there were I just stopped at 26.
Overall it's a good game. Good job!

I liked the art style and the music too (they elevated the experience to me).
The level was too long. I saw there was some cool challenging parts you designed, but because there wasn't any save points it was kinda annoying having to redo all the same level just to get it right in one part.
Honestly, the music was the only thing making me want to replay this game (to listen to it's progression). I wonder if I got near the end, because there was nothing hinting me how far or near I was to my goal.
One small thing I think would also improve the game would be spicing up the art throught out the game (just even something small like changing the background color after travelling a certain distance) to enhance the feeling of progression (as in "I'm somewhere different from where I started").
Though the song did add that feeling in a good way.
Overall, it's a great demonstration of skills.

RlcZyro responds:

Hi! Thanks for your review it was extremely helpful and I am currently working on making the level change the further into the game you get.

I remember this game beeing great, with the different art styles for the different choices and all.
But this lag. This lag almost kills the game. Would rate 5/5 if weren't for it.

edit: playing through ng player there is no lag

This game had an amazing atmosphere! and I especially liked how you ended even if in an uneasy way.

Though I gotta warn you, the very last segment became really laggy for me this time I've played and it almost made it impossible to complete the game (When I first played I long time ago I remember that segment not being that laggy). I don't know why that happened (but clicking outside then clicking to resume game made the lag less annoying).

Beneath all this text there is a cool puzzle. Try to ease on the words, like separating the phrases into different talk bubbles instead of dumping everything in one single load, because it was just too much too read (so I didn't read all, and just searched for the key words to know what I had to do).
I understand you wanting to develop your world through the NPCs, but you can also rely in the visual or sounds (which you did to create the atsmosphere) aspect more instead of writing blocks of texts and delivering it all at once.
(It's just that I'm writing for a game now and I'm fearful of doing that)

So creative and fun! But once again I disagree in your difficult levels,
The pink triangles were BY FAR the hardest enemies! You should have switched the orange squares with them, as in the last few levels being about the new hard enemy (that is the triangles, the orange squares were just moderately hard).
Either that or nerf the triangles! A projectile that stays in screen that long in a dogding game can be so evil, so shorten the duration in which the pink arrows dissapear (or just make so that when they follow you they don't leave behind a trail that blocks your path) OR respect how evil they are and put them in the last levels.

Well, just wanted to share that...

This had lot's of ideais, some were more challanging than others (though not in the order you presented them).

You know, this could become something really good if you invest a little more.
Make a menu, do a short tutorial, create more cards with fun and interesting relationships, add some sounds... just throwing ideas really.

That is an annoying pespective because it's always a little dubius where is up or left or right...
Oh wait you can also click to choose directions? didn't realised that, but good to have it.
The puzzles are challenging and creative (sometimes you needed to "cheat" or run to achieve, those were the hardest ones). 29 and 30 were quite easy levels to end the game though.

Why is the superjump also with down+x instead of down+z? Wouldn't it be better to reserve each key to a setting of similar actions (like jump related to z, digging related to x and picking/throwing with up and maybe another key).
Also put what you've wrote in the descripition inside your game (be it as just text in the menu screen or right before playing)

platformalist responds:

Hi Tebyricat! I'd messed with using Z for a superjump, but it felt a little odd because the superjump requires a snowball. Guess my logic was that because X is an action (dig), it would also apply to the superjump. Honestly, I could have applied both buttons to the action, and whoever wanted to use either could have been satisfied. Oh well, lesson learned, I guess. I hadn't thought of putting the instructions on the main screen - they're currently spaced out in the tutorial section, but I guess some folks want to jump right into the action, so having the instructions on the front screen is probably the right choice. Thanks for playing, and thanks for the input. :)

Making stuff I like, improving little by little

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