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OtroWeonMas

37 Game Reviews

11 w/ Responses

cute :3

I absolutely loved the horse game and I absolutely love this one too. I already talked in my other comment about how much I loved the smart design choices in that game so I won't repeat myself too much. Still, I really like how you follow that pattern of interesting and fresh mechanics paired with smart controls. The crown minigame, the crown anger mechanic... and all these little things like the character telling you when you're out of bandages make it feel like a lot of love was put into this. And the micro adjustments you can do while shooting to avoid that bomber guy or the faster minigun movement while dashing raise the skill ceiling and reward players that pay more attention. I'm a big fan! Oh, the one thing I'd like to point out is that I never noticed the soul missile or explosive thingie coming out. I'd take hints from Risk of Rain and make it more noticeable, so it really feels like you're getting stronger.

jefvel responds:

Thanks!! A goal of mine with these small games is trying to create mechanics that sort of click once you've played them for a bit. Most of the things are quite unexplained in the game though, you have to find it out yourself. That's something I should fix in the future, with a tutorial of sorts. I'm glad you liked this one too and left this review! I've made the bullets more visible in next update too, so now you can really feel the power of the crown's wrath!

The presentation is amazing, there's lots of different drawings and the music and sfx feel punchy. The whole thing is a cool package. However, the gameplay is just a more violent version of Bop It and needs a better catch to keep people (at least me) interested.

Cute!

This is awesome! Super original idea and flawless execution. The little things like how the game forces you to constantly switch weapons and how the dagger moves you a bit less with each swing are what make this game so enjoyable. The whole thing is amazing. I love that weapons are also your life so it's a good strategy to not use them completely (it's fun to make up strategies as you play!) and how it creates cool moments where you lose your weapon just after picking it up and have to go through the whole tightrope without getting hit. Honestly I'd love to play a full version of this, with more weapons and bosses. Oh, my only advice is that if you DO expand upon the idea, a tutorial where you're forced to walk a bit would be nice because I spent a few tries without getting the balance system, thinking arrow keys do what they usually do in games (I didn't read the description because I'm too cool for that).

jefvel responds:

Thanks for the thorough review! I see you've understood how it works at depth, which is cool :)

Yeah, I might expand upon this, with a tutorial and all that. Just gotta finish some other stuff first.

Glad you enjoyed the game!

Pretty fun! Having a "copy" follow you like this has been done before many times. However, I do believe this is one of the best executions of the idea. The game forces you to be patient and squeeze through tight gaps in between the enemies fields of view, which is really fun! I give it 4 stars mostly because it lacks some polish (layers get mixed up and you go right under the button, you can get hit in pause, enemies don't always start the same way (maybe this is intentional?))

Also, I wish there was an indicator for where the lasers actually hit. They're fine in most levels but there's one level where you're in a laser grid. It's not fun to move the camera a bit, forget where the lasers are and just pray that you're not standing in the way of one.

Other than that, it's a solid game! I wish there were more levels.

Pretty fun, although a bit short!

Really good game! There aren't many negative things to say about it. The game feels good, the swinging of the sword and the platforming is fun. My only criticism is the lack of sfx in many places, for all the visual feedback there's a lack of auditory feedback. The last boss is really cool too. Good game!

Yword responds:

Sorry about the sfx issue... And thank you very much for playing!

Really good game! I had a lot of fun with it, and it feels great to move and shoot around.

The good:
- It feels awesome. The game is really responsive, with tons of feedback when you hit an enemy or get hit. Using the weapons in general is nice.
- Both the art and music are top notch.
- There's tons of varied weapons and tools.
- It's pretty finished, it's more a game than a prototype, which you don't see too often in flash roguelikes.
- Floor 3. Just that. The inclusion of these canons fix a lot of my issues with the game.
- Juggling enemies is fun!
- Being able to hold the right mouse button to roll is a nice quality of life feature, since it's the faster way to move around.

The not so good:
- The first two sections felt way too easy, long, and without much variation. I'd make them shorter but harder.
- There's lots of upgrades and things to try out... but you barely even play with them! Take notes from Gungeon or Nuclear Throne, where you constantly change weapons and playstyles. You have to go through 7 or so minutes of just spamming left click to get to each shop, and when you're there you can barely get a weapon.
- Life and bullets are too precious. This is probably a design decision, to make taking damage hurt more and get players to think about *when* to use weapons, but when most situations are solved easily by using the basic gun (you barely take damage against normal enemies, and when you do it's not too much) then the weapons take a back seat, which makes most run feel samey. About health, again, levels are easy so when you lose health it's because of dumb mistakes instead of poor decisions in interesting situations. The game isn't on the methodical side, so I'd lean into the fun shooty side.
- Basic gun is OP. You can shoot it from the other side of the level, it has lots of knockback, reloads and fires quickly, and on top of all that it can destroy projectiles. I'd make it shorter range so you have to play more agresively (and walljumping indefinitely while shooting downwards becomes less of a viable strategy), and I would lock the ability to destroy bullets to another weapon or tool. Maybe I'd reduce its magazine size too, so you're vulnerable for longer.

Nitpicks:
- There's a room that has a pit with spikes at the bottom. Even when you can learn the layout, it feels a bit cheap.
- Sometimes getting to these slim platforms from a walljump is a bit finicky. It's not too hard to get used to though.
- Shops could tell you a bit more about what you're buying. It can be a design decision not to do it, but at least being able to tell weapons from tools would be nice.
- You could get 5 upgrade boxes in the same zone or just one, and whatever they do doesn't feel like it makes much of a difference.
- The game over screen is a bit bland lol.

Sorry for the long post. I really really enjoyed this game, and I believe it has tons of potential. I could see myself coming back to it if some of these issues are improved. The core loop is there, it just needs some tweaking.

sheebstuff responds:

There's a lot of really great points in here, what you said about the first area and the guns I completely agree with. There will be an update coming out very soon which should hopefully alleviate some of these issues. Thanks again for the feedback!

I loved it! My only criticism (although justified given the small time to make it) is that there aren't enough mechanics to shake things up. There's only one gameplay variation coming at around the midpoint, and it eventually gets old. Maybe something gets between you and the egg, and it only leaves once you press the button (so you have to paint without seeing what you're doing, but then get to see the mess you made), or maybe the egg on the screen moves up and down and you can only see it through a small horizontal gap. Still, what there is, is really polished and fun to get through, great work!

rickropes responds:

Thank you for playing and your feedback! <3

I really liked the ideas you gave!
I had a few mechanics like those planned, but they weren't implemented because of
1. as you mentioned, the tight time limit;
2. the feedback I got from people less used to drawing was that painting the eggs was, by itself, quite hard, and since I didn't want people leaving frustrated before the end, I tried to keep it simple and polish what I had

I like making music and games.

Anter @OtroWeonMas

Age 26, Male

Joined on 12/11/17

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