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flame_eh

7
Posts
A member registered May 19, 2023

Recent community posts

Very cute little game. Shame the game breaks at the end. The little intro cutscene was a nice little laugh.

The art is really clean for a clearly retro inspired game and really shone through ( the banana cloud was poggers.) The gameplay, while simple, doesn't reinvent the wheel but stays tight and concise. The SEGGS  bar was a nice touch to help during those tense moments. I like that you have a shop, but the powers felt a bit uninspired and simple. Overall what a nice, clean little game you've got here!!

I think there's a lot I love about the concept that you have here. I love the side scrolling tony hawks-esque nature of the game and the multipliers. I just kept crashing because I was trying to accelerate and decelerate in the air. The visuals are clean and clear.

Loved the art for monkey, was cute and on point. I am in two minds about whether or not having the order of the obstacles the same each time is a good thing or not. I have to admit I didn't play it for too long due to this so I never reached 2000 points. I am certain that the objects come at you faster the game goes on and it's already quite difficult to see because monkey has such a large head. The controls were very tight though. That's a massive + in my book.

Art: Loved it, it was clean, kept on theme and even had the cute little bubi and mousey. The only thing I could maybe critique was that some of the trash items clearly were made as much bigger pieces of art and then scaled down because they're a lot crisper and sharper around the edges compared to a lot of the softer landscape (This could have been intentional though and if it was, disregard!)

Music:  When it all came together, it was nice and had a nice groove to it. I'll talk more about BPM and difficulty in a second.

Gameplay: Really confusing at the beginning. I realised quite quickly that I think I was just playing a static beat that sped up over difficulties but I think an non-experienced gamer might really struggle to pick up what the intended flow is. Not having any form of visual element to rely on at the beginning to get started made that a bit rough to ease into. I loved how you had an additional element of picking up the trash layered on top of the main flow. I usually found myself picking up trash to the beat!

Other: The interface is clean. I knew what everything meant and how to get where I wanted so kudos to that! I did notice that on nightmare mode, the background, player and trash kind of develop a mind of their own if you miss a beat and start sliding? I don't think that was intentional but given more time I'm sure that wouldn't have even been noticed. 

Overall really good game and really enjoyed playing it once I got over the initial hurdle!

So it certainly meets the theme of cycling. The design is cool and I like the way you emulated the stream layout to give it the cyclethon feel.  

I think the game is quite intense for the duration of the cycling? Maybe you could have several stints whereby the journeys are shorter. I suffer from stiffness in my left hand so I ended up having to do A with one hand and D with the other due to the lengths of the intensity. Sometimes the floor just started shaking and I don't know if this was meant to be an earthquake or a bug. That scream when you get hit by the truck is also a lot louder than the base game and it actually made me jump. I see that your fruit spawner broke which is unfortunate because that may have made the experience a bit more dynamic. The leader board concept would have been nice but I'm just curious, does picking up fruit also increase your cash? The reason I ask this is because its a static length and if your score is dictated by how far you got, then the highscores will only ever be the max amount anyway?

I love the novelty of having A and D acting like a qwop based control scheme and I think it really does actually serve "cycling" as a theme well. The art was cute! The jump was a bit of a weird part of the controls because I assume you want us to jump over the enemies but we gain nowhere near enough height to do that? The camera also doesn't really keep up with high speeds well when you're falling and I found that I was constantly outpacing the camera. The concept of the money counter going up was a cool way to keep score but I was unsure if that was the fruit or my speed doing it. Overall I think the concept is great and I'm sure with a little more time the issues I stated would have been resolved.