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KilvenDeneras

7 Game Reviews

1 w/ Responses

The art is great! The controls are tight (the wall jump mechanic works rather well).

The parallaxing background on the first level really needs some work. The speed it's currently going is pretty disorienting and it seems the movement of the background itself is tied to whether or not the movement key is being pressed rather than whether or not you are actually moving.

On top of the, because the background moved so quickly, accompanied by the color palette used, the enemy fire was extremely difficulty to see.

Sound would have made the experience overall much more enjoyable, especially serving as a tell for when the enemies attack.

Overall, though, I would have kept playing if it had been longer, so I'd say you're working with something pretty solid here!

I dig it. Super smooth, very responsive. I really like the visual style with this one.

The main menu music is great and fits perfectly.

And you found that sweet spot with screen shake that looks clean without pissing me off, so thanks for that!

I managed to get to tier 3 with 16 collected. I'll be sure to come back though!

Alright, it's cute and all, but there is very little actually going on here and what is there carries a lot of flaws.

The hit detection for both attacks and enemies seems completely unintuitive, with either the PC's or the enemies' hit box not being determined by the associated image itself. Half the time I hit something, I didn't know how other than the fact I can spam the "x" button and win in a few seconds.

Speaking of which, I can't even tell what the winning conditions even are. Sometimes I win after killing three things, sometimes it takes five, sometimes I just kill until I die.

The music and art is fine enough, but if you decide to continue adding to this project, a little polish will go a long way.

Another observation: the "lose" and "win" text isn't centered in the screen. That will make it look much better.

I'd strongly recommend adding reactions from the enemies when they get hit (knockback; temporary inability to deal damage; etc) and adding different enemy types rather than sticking with the same enemy and three different "skins".

The same for the PC. I'd suggest a temporary invulnerability after being hit by an enemy. The way it currently works (with taking a hit every time you come into contact with an enemy) can cause the game to become complete unreasonable if enemies are going to just keep spawning on top of you.

I mentioned the music before, but I think it's a relative highlight here. it's a nice simple style, which doesn't appeal to everyone, but I like simple repetitive tunes in games like these.

That's about all I have to say. The last thing I'll add is maybe don't upload the same iteration of one game multiple times. Especially all at once.

Keep working, though! I'm sure your projects will improve shortly!

I don't want to spoil anything in a comment, so I'll just say there was a particular puzzle (I believe it was on level 2) that was a really cool idea to work with.

I didn't go all the way through your game, but it's easy to see that, if you like puzzle games, it's definitely worth the time to play this one! Thanks for the game!

This is a pretty cool idea! Definitely agree with DrGuy about the issue that arises with the double dot. I think some of the enemy types have a bit too much speed involved, which caused me to pretty much dance in a circle with them a few times. That, in particular, may just be me not seeing a better strategy.

I like the simple music, it's got a really nice ambiance about it! It can be a bit tricky to get a short loop to not sound annoying repetitive, but you definitely nailed it with this one.

Thanks for the game!

Really like the art style and ambiance here.

It was definitely really short, but it's worth the time to play! Also, voice acting makes it so much better.

This is a pretty cool concept for a game. I appreciate you including in the description the means by which to play, but it's a good idea for things to be a little bit more intuitive just getting in.

I don't think that would have been much of an issue if the ravioli didn't hit as hard as they did. Was a bit surprising to have the life bar drastically drain.

I'm not complaining though, after I read the description (which was after my second loss), it was still a little bit challenging to play, but didn't feel unfair. Those ravioli are seriously mean though! Had fun eating them though! My laptop is touch screen, and I think that really added something for me. Maybe consider ramping it up and look at a mobile release? I'd play it on my phone for sure!

One thing I noticed was you have it set so that you can't leave the game area vertically, but there doesn't seem to be a wall on the sides. I'd suggest adding that just to clean it up a little bit. Feels weird to suddenly be off screen.

Above all, I really liked the art you used here. Excellent style considering the premise involved! And the win screen art is absolutely adorable. Thanks for the game!

H2OHervida responds:

I'm gonna work about the side walls, I mean I've just tried the game on my pc, and it worked, buuuuuuut, and I have no idea why, the web have none of them :'v. I'm gonna upload it again. Thank you for writting! this means a lot to us TT_TT
Glad you enjoy the art!!! I made it myself :3
So, I didnt post that last parte, but I was going to , so I leave it there. The walls actually exist!!! they are just a little bit to the right, you can find it out by trying to go waaaaaaaay to far, but then when you try to go back to the screen play, it should take minutes, or at least seconds; but if you see you will appear right there. Basically it is just the screen I chose :'v

Joined on 3/20/16

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