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LuckyCheshire

91 Game Reviews

24 w/ Responses

Ok, cool, not too difficult. I take it the game never actually ends?

...It's Dreggarina all over again. Awesome, as always though. Do you plan to ever post the rest of the old titles from Kongregate on here?

Yes, that fixed it, thank you! I love The Imp, his attack pattern reminds me a lot of the Katash boss battles from Phoenotopia: Awakening. Very cool, atmospheric platformer with just enough difficulty :3
A few minor things: -The double jump upgrade is a chicken or turkey leg, but very soon after getting it a new enemy (goblins, I think) appear wielding drumsticks which are thrown at you as weapons, just a little counterintuitive to have a boost and a danger be so similar.
-The Lassie battle is just slightly too hard, taking the difficulty ramp of the rest of the game into consideration IMO. Either a slower dash or a longer interval between rocks falling would solve that I think. Normal bats and goblins might actually benefit from a slight speed buff.
-During The Imp boss battle, if the Imp is positioned on one of the higher platforms, I can jump from the platform beneath that one and use the parry ability to damage him through the floor. I wouldn't even mention that one, but with the extra boss damage upgrade it falls under the exploit catagory tbh.
-I'm not certain on this one, but could the fireballs spawn slightly closer to the character? I only noticed specifically having trouble hitting some of the chef bats who were up close to me.
-No pause or mute.
-Teapots are hard to hit just right with parry without getting hit myself. Some of it is I just need to get gud, but slightly smaller hitboxes, or less swinging would be helpful.
-This seems just due to time constraints, but a couple more purchaseable upgrades would round out the set well. A couple options are maybe longer range, exploding bullets, faster running speed.
-Again, it seems due to time, but I would love a crawling mechanic.
These are all pretty comparatively minor issues, I love the game so far :3 Great work! The only other things I've seen are just weird lag issues in the browser. After getting that driver, the downloaded version runs super smoothly, I have no complaints there whatsoever :D

Stopsignal responds:

YESSS I'm glad that fixed it! Another person had the same problem, so I ended up adding it to the description. Thanks for that!!!!

-Hahahah, the chicken leg thing was product of rushed development!! I had a freakout about finishing the game before November first, so I could submit it to a national contest. Alas, it was not to happen!! But some products of the rush can still be seen, hahaha. I had to draw a food sprite for the pickup and then remembered I had the flying chicken leg from the goblin!
-Yeah, i think so as well, honestly! I think the biggest problem of the fight, however, is the fight that you have to do to get to it, which makes the ordeal much more frustrating! Live and learn, for next time i know what to tone down!
-Oh yeah i honestly do that too also. Which is a bit exploity, but i ended up leaving it, because it needed so much expense from the player to reach that upgrade already, it's maybe earned? But it does not feel completely intentional, so yeah, its a problem!
-Huh, never noticed that! Gonna check it, though the hotbox is so big it should get them most of the time!
-There is a pause, with Escape! It mutes the game, but yeah, there is no "mute music" button, which is kind of lazy from my part, i could have done it. Oops, hahahaha
-Thats true! The player's hitbox is the problem, i think, because the kettles hitboxed are fine!! But yeah the swingings a bit much innit, hahhahaha
-its also a lack of imagination! thought of doing range, but feared the bullets might leave the screen in the HTML5 version, and I'd need to make the starting bullets go even less further to make the upgrade make sense o:
-Hah! That's by design though, to imitate contra-metal slug and because it doesn't make you *too* safe (you still need to get up to advance!)
Thank you Ironspider!!! It really makes me happy it worked great for you!!! You are cool <3

I think a couple of the romance flags are messed up, I only have the option to visit Kylie on day three even though I got turned into a cyborg at the dugout. Otherwise, absolutely hilarious!

HershallCook responds:

I just uploaded a build with the fix for this. Give it another go!

Amazing storyline! I loved the dialogue at the end of the sculpture guy trying not to snark at the exhibition sculpture :3

While the art and theme are great, the AIs are extremely unbalanced. Some of them will immediately bull-rush at you and you can just jump over them and they'll go over the edge... three times in a row. Others will simply wait in place if you don't move until they hit red, even if they have a clearly lower spin rate. And the wheelchair dude is just OP.
Edit: While the different personalities did come through pretty well, some of the behaviors are just clearly bad strategy. To go back to one of my previous examples, if some of the opponents waited in place when they draw a higher spin rate, but carefully attack when it's lower would make sense. Now, I understand that there are definite limits to what can be coded in a reasonable amount of time, but having several enemies react so predictably seems to just be a drop from the high quality of the game otherwise. Again, I really liked the game, just this one section needs a little work IMO. Thanks!

rotcivsette responds:

I intended to highlight their different personalities by the different and unusual behaviors, I'm sorry the idea didn't come across or if it wasn't as fun.

Completed both times, with secret area. I think this one is a bit easier than the first game in the series tbh. Still great though! I kinda want to give the glasses from the boss battle to the guy in the drugstore.

I agree with several of the previous comments, controls and speed need a lot of work. To re-iterate a bit, falling accelerates way way too fast, wall jumps are too weak and don't cling well, platforms edges are a little wonky, and I would like to see some more interactive elements in the map, like doors or moving platforms or even one way ledges. Nice foundation though. My time was 5.27.30.

I like the atmosphere and general mechanics, but the character accelerates when falling way way too fast, and the grapple seems to almost pull me toward a point slightly in front of the wall I aim at, instead of a point slightly embedded in it as would make more sense.

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