Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Freemard

4
Posts
A member registered Feb 09, 2021

Creator of

Recent community posts

I. Love. This. Game.

It plays smooth and I love the style. There's a few downsides, for one, being a bit that you're not really given a reason to wreak havoc around this place, but I don't mind since I love being a goblin. You also don't really have any variation in where/how you can mess with the villagers. It would be cool to have some patrolling villagers carrying around jugs of water or crates of food making them trip over and giving you bonus points, or having destructable environment props. (Maybe something for the future?)

To be honest, I'm just nitpicking at this but it's so much fun to play. The real complaint I can only legitemantly say is that there's only one level, but that's a good thing. 

When I first saw this game it looked so cool and promising. A 1st person runner where you evade a fog? Prince of Persia vibe all the way, that gets my interest.

Sadly the movement feels a bit unpolished and clunky.  I usually feel like I've jumped over an edge and let go of the spacebar, only to get sucked back down because the animation didn't seem to exactly have finished yet. I like the idea of having to conserve momentum and looking into the way you want to go, but at some instances it doesn't feel like the character's going where I want them to go and I get stuck in a lot of places seemingly randomly.

Play-wise I always seemed more lenient torwards a single path, which is kind of a shame since you miss a bit of the rest of the level. The skulls try prevent you from always picking the same path on "Hard" difficulty. But what happened was that I just jumped around them and discovered ways to just wall run over them to speed up the same path I already chose before. 

I checked the settings before my first attempt and the difficulty's set on "easy" by default. Now, to me, when "normal" isn't the default mode, the mode the developpers inteded the game to be played at, that seems a bit like a red flag already. That seems to aknowledge that the game's either too hard, or not easy to use; not in the "git gud" mentality but more "it's clunky and we kinda turn a blind eye to it" mentality.

Level-design wise I like the yellow paint marks to show the player some paths they can take. I would've liked to see more variation in this. Maybe some spot lights or different colored lights to indicate a path, or some obvious leading lines with the props a bit more. There some present but the contrast of the game in general is a bit flat so you don't really notice it that all too much.

Overall I think with a few tweaks, this game could be so damn cool but right now it comes up a bit short.

I absolutely love the visuals. While I think the preproduction 1 teachers (Lino and Yordi most likely) would have a heart attack from the mushrooms, I loved it. Really gives me Rayman vibes.

The game plays pretty smooth but there were some major annoyances here and there that really kill the fun. The mosquitos are really annoying, since it's kinda hard to hit them mid air and the best option is to dash through them. Colliding with them has you take damage, and kicking stops all your air momentum to the left/right.

Player feedback-wise I think the game is a tiny bit lacking. I still don't really understand what makes the yellow power-up different from the blue and red one. Blue being speedy and red being the massive damage boost. After 3 playthroughs I understood that they're stacking... But not really? It's kind of confusing. The power-up plants also take a bit of a while to open so I wasn't sure if I was doing the right thing when I played it for the first time. I also would've liked to see my health bar a bit more, as it blends a bit too much with the background and I don't really look at it at all. Some sort of indicator with your character to show you're on lower health would've been cool.

Combat-wise it's pretty straight forward. The dash is cool, but the enemies sometimes randomly 180 and hit you really fast if you're not dashing back out or kicking them in the hypothetical bugsack, killing a bit of the super strength the player seems to have as the enemies "Owari-da" you if you're not fast enough.

I couldn't play this with mouse and keyboard either, so I had to use my PS4 controller. I can't seem to move the options in the menus at all, which is a bit annoying when I want to restart the level.

Overall, I love the style. The game seems could be very fun if some of the annoyances would've been tweaked a bit, but it's nothing too game-breaking.

Hey Kids, Disco Steve here. Disco Steve has got some ideas. Disco Steve believes the neat beat bar on the bottom of the screen needs to groove more. Disco Steve wants to move... To the groove, to show the funky moveeees.

In all seriousness tho, this game is a ton of fun to play. Took me a round to get the feeling of the game right before I really started making the music go at insane speeds. You're a bit focused on the centre so it's a bit of a shame you miss out on the bottom bar mechanic to increase your score, and I never really looked at the top corners ever either. Overall, extremely fun game but not all mechanics easily come into play when you're far in to the level as the speed requires you to use too many brain cells at the centre of the playfield, so no time to match your moves to the beat.

Also, I'm wondering, how's my score compared to ya'll?