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LuckyCheshire

24 Game Reviews w/ Response

All 91 Reviews

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!

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.

I really like the concept and all the different ornaments are great, but the gnome is moving so fast I can barely react when he slips past the hitboxes. I think the whole game just needs to be slowed down significantly and it would be a lot more fun.

Omael responds:

Thanks for playing

The humor and difficulty really clicked with me, and I would love to see more! Seriously, all the characters seem really well designed and the art fits super well; The background was a lot more fleshed out than similar games too. The controls were pretty smooth as well, but I think they'd translate better to a controller than keyboard/mouse.

Just a couple negative things: the blood lasers could use a little work graphics-wise and a few pits near the start seem like should have spikes but don't. Also the lack/increase of capitalization/punctuation on certain characters is a good way to differentiate tones and mannerisms in a limited environment, but when applied to the main character it gets a bit old fast. Really these are just super minor nitpicks, overall this was lots of fun.

...Seriously Jack? Why did you decide to hide in the single hardest spot to reach in the entire manor?

Stopsignal responds:

Awh man, this is fantastic!!
In retrospective the game would work great on controllers, i didn't even think about it, huh. I don't own one so it usually slips my mind, oops.
I also worried about maybe burning people with his "super low key way to write dude yknow" quirk he has, hahahah. This is good insight for the next time i write a main character, thanks!!
Also i *had* to reuse that one room for the last part, so blame me, hahaha

Yeah, controls could use a little work. My main problems are with jumping to grab a ladder, which is pretty much impossible when jumping at it from the side (jumping straight up works fine though) and as was was mentioned below, not being able to swing your sword right after landing. Other than that, I would suggest nerfing the fireball gargoyle things a bit and adding in some sort of upgrade system (higher damage, more hp, possibly a ranged attack...) as is I don't have much incentive to actually kill the enemies, and lose less health by skipping about half.
On the pro side, the wide variety of enemies were great and the setting conveyed the usual whimsical feeling I've come to expect.

Butzbo responds:

As it was a common complaint, there was no reason for the stairs to be so hard to grab so I just tweaked it on a recent update. Also upgrades would be fun if I get to make a longer version :)

Thanks for the review!

A few things- First, the controls are really bad using a keyboard because I'm forced to use basically everything with the same hand which is extremely uncomfortable... Next, why do I have to hold a key down to use the Compass and Map? A simple toggle would be a lot nicer. A pause button would be helpful but I can see why you didn't put one in given the general theme of falling infinitely with limited control. I would also like to have a little toolbar showing what level my equipment is at currently. Additionally, why can't I climb up my grappling hook? That would also make the hook a lot more useful; As is I don't use it unless absolutely necessary.
All that said, I love the atmosphere and color scheme, and the difficulty is just right for my tastes. (That one torus shaped ship is really cool). Just a little more fleshing out (especially the ending) and this would be perfect.

bokononyossarian responds:

Thank you for this feedback! Since we are not using this newgrounds post as our submission, we have added some of these changes and updated this build! You can now use arrow keys as well as WASD. Also the map and compass are now toggle-able! thank you for this awesome feedback!

The other suggestions are great, they're just not as simple to implement quickly.

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