This is just pong with extra steps.
This is just pong with extra steps.
Artificial difficulty via intentional bad game design is still artificial difficulty via intentional bad game design, come at me bro with your "That is intentional to create more challenge.", this game's gameplay is mega crap and nothing will change that.
Not to mention it's ugly, has no music whatsoever and is such a lazily put idea that I could probably recreate it easily on my own under 2 hours top.
This was an acid trip of a roguelike.
Holy fuck this is great. The movement feels very smooth and there's lots of potential for complex levels. The music and graphics are excellent aswell.
The only thing that you should probably do is to use a key rebinding feature of some kind because asking me if I want to use WASD or arrows is kinda weird, also I'd prefer using Z to jump and X to run.
Don't post your barely started prototype online cuz you're just asking to get bad reviews.
Anyways I like the graphics, it's good for a Pico game so there's that. I really got nothing else to say about the game.
If you want my opinion on what this game should need, it could use a timed mechanic where you'd need to get to the next level before being caught by spikes or lava. I've seen some games use this, but there was no game centered around that game mechanic.
That wouldn't work if your game is trying to be Jump King like the description implies, but if the character "falls" by dying to an enemy or a trap then it's def a good idea to consider.
Thanks for the ideas and such! Yeah I know I will probably get bad reviews, but getting good reviews wasn't really what I did this for. I wanted negative reviews since they tend to be more brutally honest, that way I can use it to make the game better.
Ps. I might scrap the whole "falling down the tower and restarting from where you land" part, depends on if it is liked or not (by me or people testing it) when I add it.
It's extremely stinky and budget for a horror game, but it has its charm. It's fairly tense for a horror game. The audio is way better than most of what I'm hearing from modern horror games.
I'm removing 1 star because several times whilst playing I didn't know what I could click on and had to restart, I think I somehow got softlocked, you should look into this.
Noted on the star rating. I'll be posting a walkthrough on this soon and I am looking into the softlock. When I designed the game I believed the mouse pointer would give enough cue to ciick on an item to progress the player. For our upcoming larger games, a SAVE features is being looked at to go around a restart. Review appreciated!
The puzzles are neat, but the music feels very repetitive. It really didn't make me want to play more than half the levels.
Easy and mid.
Alright so first the graphics are flat, but like very flat. The main character is a solid brown colour for example. I know you tried to do like 8-bit graphics, but for cutscenes you could've used reds and yellows to give different tones to the character. Hell even many game devs at the time knew how to use the colour palette to its best so they made sure game's artstyle was good throughout the releases during the NES' lifespan. Case in point: https://www.retrogames.cz/games/316/NES_02.gif
The powerups are absolutely spammable. Not a good idea TBH, I'm sure if this game had a boss it'd go down super fast. The only way I'd ever get hit if I wasn't paying a attention.
The level design sucks ding dongs. It literally reminds me of the first Kirby or first Super Mario Bros, but even there it's like the devs at Nintendo's first attempt at a video game, so there's an excuse there, they nailed it since Super Mario Bros USA/Super Mario Bros 3. It also doesn't compliment your game's powerups because they're just shoot straight right or toss hammer in an arc. This trivialises the game.
Also I recognised one of the musics ingame, not a bad thing TBH, just wanted to let you know.
It's supposed to be pretty easy because I want even beginners and casual gamers to be able to play it, but, I also don't want it to be boring to players who are more experienced with platformer games, so in future development I will continue to try tuning the difficulty to find a middle ground that can appeal to both. I probably will rework the power-ups and I know my level design can be improved but that's something I can only get better at with practice, I hope to have better levels in the final game
What's only missing now is Morbius: The Game.
Brutally honest, if any of my reviews upset you, consider this https://youtu.be/YQbMtvQowX0
If you got mad by a review made for some1 else then that's for you https://youtu.be/zEAStIBmNUs
Besides that, shoutout to Top Hat Gaming Man and The Spiffing Brit.
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Joined on 6/5/22