I might go back to test others, I didn't have too much time yesterday :D
But even from the perspective of one character the game already feels awesome
Nice continuation of the series :)
I like the level selection mechanics that you went with!
There was a lot happening on the UI department :D :D :D and it felt polished but maybe a bit busy.
The game in general feels very polished and you expanded it very well from the first round. I think you can scale it into a "complete" game :)
I was a bit lost in the tutorial section of the map, which I didn't really got tbh... But for the rest - great work!
I dig the vibe! The cutscene is awesome (why skip, I really like it :D :D :D)
I think for me I mostly struggled to find the right character to the level, it seems that for the first one "Fletcher" is an overkill and clears it relatively easier than the others, but it is very challenging to complete the first round with the melee char ("Brutus"). And I think for the second round "Ash" is actually better because of the "AOE" dmg.
"Brutus" doesn't seem to work on either of these two levels that I tried and didn't manage to complete :D :D :D so I would put it as my skill issue :D
Please let me know if I missed anything so I can try again :)
Ah man, sorry my playthrough didn't capture the audio...! The game with such an amazing SFX and sound design and the only time my playthrough didn't record that :D :D :D 🤦♂️🤦♂️🤦♂️
I love the "ba-dum-tss" when you hit the enemy. And in general the cartoony feel of the game... It reminded me the cup-head game!
Very challenging but I like that you let the player continue after failed round.
Nice! I like how you implemented the original but in platformer genre! And really good job on implementing very smooth platformer mechanics (especially wall jump)
The visual effects are really nice and fit so well with the progression of the game. I liked how it glitched a bit in the "future" round (very small detail, but adds to "polished" feel of the game)
I struggled with one of the character and was stuck, but in the end I found that you can speedrun the game without rescuing other characters :D
Really cool idea! I found a hack to speedrun it though :D by keeping only one character alive :) I am not sure if that affected the score though...
I especially liked that you let the player to test the abilities of each character while selecting. But I think without showing that the secondary ability is on cooldown (like in gameplay) it might be confusing that it is not working while trying to use it right away...
All in all, really great and polished game :) Well done!
This is next level lol...
I had some "fall guys" vibes... maybe because I fell down a lot haha!
First thing that was like "WOW" - UI and all the polish you added to it.
SFX and animations nicely complement the game, everything fits amazingly well. I wish there were more battle elements because I struggled only with the level layout, not with enemies. Maybe they were more difficult in later levels... I didn't get far :D :D :D
A couple of things I noticed I struggled most:
1. Camera - I think I have some 2D trauma or something but I can only orient in 3D space and orthogonal camera just doesn't fit in my brain either :D :D :D
2. Though it gives a lot of variety, I think randomized characters can be a bit confusing, just hard to stick to their mechanics I think...
3. LMB triggers options when I want to rotate the camera (maybe make a key for options, because it is easy to click on it without noticing)
Awesome game, I really enjoyed :)
I love crunkle series!
I really enjoyed this one! but It was extremely hard to rescue other characters (impossibly difficult in my case :D)
But I managed to defeat the crunkle boss! I just wish I had enough skill to manage other characters... I liked that you didn't implement permadeath though... because I died a lot :D :D :D
One nitpick - I noticed that "Violet" character has a pet from previous round but I didn't find how to use it... Would be nice to see some mechanics for it as well :) Also, shooting diagonally is quite challenging (maybe just my skill issue)
very classy game, loved it!
I like how I can "cheat" on the score by clearing the level near the exit and then get the character through for some extra points :D
Great job with game balance (though I couldn't finish... but I think I was close :D). I also liked how you designed some levels that you can actually use the layout to defeat the enemies (with separating the area with the stones so you can open it, lure the enemy one way and go through a different route, though sometimes the enemies seem to get stuck there)
Very cute characters :D Cool overheat mechanics! Awesome work overall!
Such a cosy game!
Great work with all the small details, for example I like how you kept the layout of levels as in the original.
Impressive variety of characters and Incredible level of polish!
I was a bit confused in the beginning with the tutorial though - I couldn't find the way to close it because it had multiple pages and the "back" button was in the end. But the "left" - "right" buttons are not as noticeable... I would suggest to make some "pop" animation so the player will see them right away or to make tutorial in one page, or to make "back" button always available (not just in the end of tutorial)
But that was the only nitpick :) Ah, also I got my character captured after I defeated the level but there was one projectile that got me shortly after :D
Great game with very cosy atmosphere and a nice level of challenge :) I wish I got 11 points more in my score :D :D :D
Took me a bit of time to figure out the game mechanics :)
I like how you interpreted the theme! The game feels very atmospheric and unique! And I like the audio mechanics that you implemented to find all party members.
Very nice horror experience :)
One thing I've noticed - is the rainfall goes with the player if you walk down.
I would've also added some unique elements and different kinds of trees on the map because that would help to orient and figure out where everyone is.
Great work :)
This game has so much content... And it is full of juice!
Very stylish and atmospheric!
But it is so hard! even the tutorial :D I was struggling a lot with complexity. Partially I think it was controls, sometimes it feels that shooting doesn't reach the target and its hard to understand why, also the aim doesn't seem to show where the projectile will go. I think you can remove the aim, because it might be a bit confusing because I would expect the projectile to hit that aim, but sometimes when aim is across the fence the character cannot shoot there.
Rather than that it feels extremely polished and thought through game. Incredible work!
UI, sound, animations, all fit together very well and really great job on putting it all together. One small nitpick - is that not always the portrait is the same with the character in game, for example the archer has a hoodie but in game he has a hat with a feather.
Very smart take on the theme where you need to use different characters in different order to solve puzzles.
It was so challenging though, my brain broke half way. But I really enjoyed solving these.
I like how you turned the core mechanics of gain grounds in the puzzle game where each character is important. And how you turned the layout of each level as the main enemy basically.
Sounds, Animations, UI, everything works so well within this game, I don’t have any complains rather than maybe make it easier 😃
Cute and challenging.
I like the way game introduces mechanics and explains the progression. Though from some point after frequent retries I’d prefer not to see “Important” pop ups. I think having a key to read it would be “cleaner” solution, but I also see the value of the tutorial being “smooth” with auto pop up on proximity… not sure tbh…
I also would prefer to be able to pick a character (like in your shape shift series) rather than a forced swap, though it makes the game smooth and it is a fun mechanics (I like actions on cooldown 😃)
I found myself trying to max two character which makes quicker turnaround so I don’t need to wait too long for the one that fits the mission ☺️
Apart of that it is extremely polished professional game from the title to its core elements. And Incredible attention to small details (for example I like how you are teaching a player to find a hidden path so it will not be missed.)
I like the atmosphere of this game, it invites me to explore, to jump, to try to break stuf. I think you can make it breakable if you want to expand it further because it is a really good foundation for a dungeon crawler.
The mechanics, UI and sounds are very well polished. I really liked that you chose cards for characters pickups. One addition I would suggest is when you pick up a card with the character, at least for me it is more intuitive to just go through it instead of picking it up with an “E” key…
Very satisfying to play. I particularly enjoyed the last round - it gave me a nice ground for combat with skelly gang 😃 and to practice my parkour skills 😃 WEL DONE WITH THE LADDERS btw, feels very natural to climb it. I really liked that you left an option to jump over the gaps if I don’t want to engage in a battle, that adds an opportunity for tactical choices and will scale in the future level design if you decide to continue this series. The only complain about that round I have is that when there are a lot of enemies, the sound is very confusing because it feels like they are all very close by.
If I were a video game streamer - that would’ve been my pick!
And I think you singing in the game makes it even more streamable.
Such a relaxing experience. I like this “pling” sound 😃 makes you want to grain more and make your traktor bigger.
I think I broke the game when I started to plant without harvesting 😃
But I definitely want to get back to this game. I think it has a huge potential. You can make all sorts of improvements for traktor, buy different paint for it, improve the farm, make different weather conditions, some might break some fence and you need to repair it or something... I think this game would easily make to the steam…
Also, really impressive work on UI + 3D view controller.
All in all I just want to steal your game to work on it myself 😃
I think you thought the task was not "recreate" but "BEAT THE ORIGINAL" :D
Oh boy! Was really enjoying playing this one. I’m not sure if some of the “bugs” in shooting from certain characters were intentional, but they actually hooked me even more. Please keep them - they really fit the vibe of the game!
I think the shooting mouse (Verbal) was my favourite and also Indra and “Skelly”. Eventually Beeto confronted the boss perfectly well 😃 (though I think it was an overkill because I could safely stick to the side while reaching the boss with the ball)
Core mechanics - check
UI - check
Music - check
Everything is well done.
And I like the way you went with this “hand drawn” design. I think it is the right choice to this game.
I think you have really good level design skills or something makes your games hyper addictive! It is just this feeling that “ok, give me one more try, I’ll beat this game this time”.
I noticed though in the first couple of levels it is way harder to progress (I think because of the set of characters you originally have)
I saved 9 worms :P
This short game has such fun mechanics - it’s incredibly engaging!
I absolutely loved how you incorporated the core elements of the original: different worm parts granting different abilities, and the need to collect these parts to gain those abilities. It’s such a clever idea and really cool! Expanding on this concept in the future could add a lot of puzzle-solving value, which would be amazing.
At first, I didn’t even realize you could use the cannon, but as the levels progressed, it became clear how essential it is 😃.
The game has such a cozy vibe, and I wish there was some music to complement it -it would enhance the atmosphere even further..
I might be a bit biased because I absolutely love these types of games. Simplistic yet so much fun!
For the mechanics, I feel the triangle could always be set to shoot by default. Otherwise, I have to keep the button pressed, and there doesn’t seem to be a gameplay reason not to shoot. It might also be worth adding to the progression system upgrades for speed or firing rate, similar to what’s done in your scarecrow game - it could really enhance the experience.
The game’s colorful design is fantastic! One small suggestion: making the ink spots appear in random size and shape could add a touch of extra polish.
The music is in a perfect balance - it’s both relaxing and motivating, which makes it a joy to play.
And placing towers to shoot is absolutely satisfying! It’s so enjoyable that I think you could just spend endless hours behind them ☺️
The 3D version is a fantastic addition! However, it's a bit challenging to play since it's hard to see enemies that are positioned behind.
You've done an amazing job capturing the essence of the original! The UI style, music, and mechanics feel almost identical to the original, which is impressive.
The camera view seems to have some issues for tall screens (16:10).
The level of detail in the models and weapons is absolutely incredible! That said, the animations don’t feel as polished as the rest of the game. Adding a touch of up-and-down motion to the animations might bring a lot more dynamics.
The music feels spot-on, just like the original. Is it a remix, or did you make some edits? Either way, it really enhances the nostalgic vibe.
The in-game UI and fonts are very polished—great work there! However, a few elements, like the exit area, feel a bit unfinished.
This is the current state of the game, I will update it tomorrow as "Sacrifice" game.
I am still working on it, I wanted originally to keep it rogue like as if you loose your hero card in battle you'll have to build up all the enhancements again, and there are four henchmen with increasing strength. This is the base gameplay, but I am working on improving game balance currently :) There is also an interactive tutorial included (currently I've uploaded two games - one is a gameplay another is a bit more story and a tutorial, but I will keep it in one game ofc...)
I really like the animation of the helmet and cloak.
The artstyle is cohesive as well :)
I wish you've added more controls such as double jump and dash - that would add this game a bit more dynamic :)
I also liked how I fell through the last platform expecting that nothing can go wrong and I should jump on it easily :D That was very nice take on the theme!
Well done :)