00:00
00:00
CheeseBaron

32 Game Reviews

10 w/ Responses

Unworthy.

RyanOC responds:

No!

Very very nice indeed, ive been wanting to check this out for a while now but because i was busy i could not, now that i actually played it, its nice... well at least in separate sittings its nice i dunno i played through the whole thing in a single 3 hour sitting and am typing this literally right after defeating the final boss.

The art is nice, music is pretty good, sounds are alright.

Theres some small jank here and there, primarily its a bit annoying that you cant jump right after shooting, the amount of time you get to jump after walking off a platform feels a bit too short, theres occasional incredibly evil design (that one goddamn shooting knight at the end of the throne room is annoying as all hell), Enemy bullets are not rotated (most noticable with the mage knights) and also you cant block 50% of projectiles in the game which is pretty annoying, i personally feel that the kettles are really annoying and have no reason to exist other than to just make you take dumb damage, game even managed to crash a few times:

game crashed when activated checkpoint and opened map at the same time (might be incredibly precise), didnt think to copy the error, but i think it was something to do with not being able to find the player instance.

final boss crashed (two separate times) when doing his sideways slice attack while enraged,
gave out this error:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object oFinalBoss:

local variable xxx(100001, -2147483648) not set before reading it.
at gml_Object_oFinalBoss_Draw_0
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Object_oFinalBoss_Draw_0 (line -1)

A setting menu would be nice as the boss music is a tad loud. A fast travel feature would have been really great but probably a pain to implement, the only reason i didnt backtrack to get the hidden eggs and the extra hitpoints is because i really did not want to deal with all the enemies again. Being able to instantly skip cutscenes would have been IMMENSLY beautiful and not even that hard to implement like come on!

Overall its pretty nice, though i would recommend to download it cuz at least for me the browser version lagged like hell. Good job!

This is pretty nice for a game thats made just to learn an engine. I completed all of the levels! Graphics are alright. the sound is ok, though i think the shoe squeaking might get a bit irritating for some people (i was alright with it but still). Levels are somewhat alright, you could potentially place some little arrows that tell you where to go but i was able to more or less navigate all of them. The controls are a bit odd to me, i think that to jump from a wall you should press the button again instead of being able to hold it as it can mess up walljumps when jumping close to the ground, and also i think that its unnecessary to double tap the fast fall button for it to actually work, and also allowing to fast fall while clinging to a wall would be very nice. Potentially making the roll more similiar to something like sonic the hedgehod where you can crouch down for a second to charge it up without moving or jumping would be good, though might just be me. Adding some more visual and audio effects would be quite nice, like when you roll, get the last target or die, also i feel like adding background music would be good, im sure that if you ask someone nicely on the music portal they could allow you to use their music in the game, or hell, maybe even compose a track yourself. Overall this is a pretty nice beginner project. Good job!

NewFutureKids responds:

Hey thanks for all the insights! I will have to keep them in mind for future games. It is interesting what you said about having to press the jump button again to do a wall jump. The wall jumping went through a lot of play testing. i wonder if my play testers would have liked that idea.

I like games with this sortof amateur-ish charm, where you can tell they put a lot of effort into it, even if the game is very small. The graphics were super simple but i liked them. Sounds were alright. The game was pretty easy, mostly since theres like only 2 shooting enemies in the entire game. I think that it might have been better the make the player fire automatically by just holding spacebar as it gets a bit tiring to mash it for the entire game. Overall theres not much to talk about since its pretty small and simple. Good luck!

Seems alright. The graphics are simple and dont hurt the eyes much. Sounds and music are nice. I think making the rotation speed of the shield change over time is unnecessary as it makes it kinda annoying and hard to line it up precisely, especially with the currently incredibly strict hit detection (though i read that you will try to fix it). Addind a short tutorial or at least a few instructions when you start would be quite helful as the on the first time i had absolutely no idea what to do while being completely destroyed from every angle. Maybe making the difficulty gradually ramp up would be helpful, like in the beginning the enemies move slowly and theres not many of them but after some time it ramps up to how it is currently (or maybe even harder). Turning the hit count into a healhpoints count would be good as its a bit weird, its easier to just see how many hits you got left instead of seeing how many times you have been hit already. Potentially adding a few extra effects for capturing enemies or shooting out the bullets so they dont just dissapear/appear out of nowhere. Potentially some sort of rewards for capturing a lot of enemies in a row without being hit would be fun, though thats not super necessary. Overall its pretty nice, good luck!

HybridLizard responds:

Thank you for checking the game and leaving a pretty detailed comment!

To put it shortly pretty much everything you mentioned is already planned to be taken care in one way or another. There will be more features too overall. The plan is to release updates in batches. It just takes time.

I made a one devlog video (for already a bit outdated version) and the next one is planned. I am thinking also about a way to present some know issues, and planned features in a better form than a huge wall of text. For now Discord is the place to go for more interested people.

Seems pretty nice! The graphics are simple but look somewhat stylish. The sounds are alright, nothing too cool nor too bad, though honestly the enemies screams made me chuckle a bit. I think the explosive guys explosion might be just a bit too big, though might be just me. Possibly adding a small ! above an enemy when they spot you could be cool cuz the enemies seemed to not even notice me half the time. Addind an attack animation would be good as its kinda hard to tell if you are actually attacking or not. I got stuck on the second level with the sirens, i killed all the enemies but there doesnt seem to be an exit. Good job!

Citybuilder14 responds:

Thanks! I never even considered adding (what i guess could be called) behavior icons to the enemies which sounds really nice. If I release a post-jam version I'll definitely go back and improve the signposting for the final level which seems to be confusing a lot of people. : D

For some reason this thing keeps crashing my graphics drivers so sadly i couldnt play it.

Basically incomplete. Very short and shallow. There doesnt seem to be jump buffering or coyote time. I guess there isnt really any bugs, though i feel like raising the jump height a bit so it wouldnt require a full precise doublejump to get up on some platforms would be good. The art is pretty minimalistic but nothing offensive to the eyes. The music seems to be a 6 second loop of the same 8 notes. Do better.

Prowur responds:

Thanks for the feedback, I'm really just starting out making games in construct and this is a game made off of a tutorial. Still working on improving it as I learn more. (and yeah ik the music sucks)

Is fun. The character select menu gets bugged out the second time you enter it. Any starting weapon has limited ammo and after you run out you get switched back to the machinegun which is pretty dumb. Theres kinda too much enemies and the bullets are too fast to really dodge them, though healing seems somewhat common and the damage the enemies deal is really small so its not that much of a problem. Also i dont think you really need a mature rating for this thing. Good job!

RicardoReyesPaz responds:

Thanks for the feedback!

Honestly not too bad, maybe some ambient sounds would enchance the atmosphere a bit more. The lighting looks pretty cool. I dont really know what else to add.

Good day i guess.
Im an artist, i draw stuff. Monsters, mutants, demons, guns and whatever else.
Professional 3.5 outta 5 game creator.

Male

Joined on 10/27/19

Level:
11
Exp Points:
1,125 / 1,350
Exp Rank:
58,552
Vote Power:
5.28 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
7
Saves:
32
B/P Bonus:
0%
Whistle:
Normal
Medals:
221