Mechanically and aesthecially polished, Game gets overwhelming pretty fast, feels a bit hard to recorrect after a certain point.
Grey Magic
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The audio and character designs are great. The gameplay was a bit laggy in the web version when you entered different parts of the map, There is also an issue where the mouse does not align with the centre of the screen, when you moved far left or far right the mouse is stopped by the screen and does not return to the centre.
The game's visuals are great and neat way to teach the instructions. I wasn't aware I had to destroy the spikes in order to progress until after the third playthrough. I mainly backed away in order to avoid attacks when defending against enemies and I think it would be good to know when the eating ability was replenished. I made it up to the boss level but couldn't progress much after the spawns appeared.
This game actually has a bit of depth if you commit to it. I didn't realise there was a shop until the second playthrough that could have been better portrayed. The pins also seem to move forward after hitting them each round, This seems intentional but a bit difficult to gauge where to throw next, I like the humour and bizzareness to the gameplay. The art seems a bit downscaled but can still feels very newgrounds-like.
Game reminds me of Webbed, I like the way the web attaches to each other, The game is aesthetically and technically polished. The fly level took a short time to understand what the numbers meant. Gameplay was pretty chill, Would have liked a bit more challenge personally but still solid entry overall.
This would have taken a while to draw. The zombies are hard to avoid at times due to the narrowness of the maps and I found it to find my bearings at times due to the directional nature of the game, even with the compass at the top but enjoyable game overall. Completed level 8, keen to see this game completed.
The instructions are a bit wordy and could be condensed to the essential goal of the game, the gameplay is pretty confusing for such a simple concept, it took me a while to understand what you had to do, and that the bar was part of both games and you had to switch between both games to keep the bar under control. The hacking stage was also confusing as the cycle went both up and down in numbers so you never knew if you were going were making progress. Once you figure out the how to play the game, the gameplay loop is decent, better instruction in game would make the game much clearer.
Thanks for the feedback, I had felt the first boss would be hard to predict so I put in two animations when the animation cycle had finished would have been when the action would occur, eg. Legs fully outstretched would jump up and the drill animation would go downwards.
The third boss is tough, there is really only a fraction of time where the bomb's explosion can be placed in the path of the tank below and there wasn't enough direction of how to damage it beside from a little blurb I had in my description. I usually just waited until the bomb's spawned on the lower levels and stood in between two horizontal floor panels and dug so I wouldn't have to be in contact with the bomb itself.
I put the third boss together in 40 minutes leading up to submission time and put the whole game together in a week, so a lot of rough edges and tinkering needed but thanks for still persevering. I kind of treat your playthrough as the litmus test, if you weren't able to beat the game, it must have been punishing. The game is beatable but certain strategies needed to be communicated to the player just starting out.