Really cool. But some glitches with the aspect ratio, but overall, great game idea.
shraa1
Creator of
Recent community posts
Good music, good pixel art. Nice implementation of that game over screen, with the OK button floating on screen and then oscillating. Gamplay felt a little jittery, but it was still fun. Doing cool exploits like falling off the platform just to avoid getting hit by a bomb or timer decrease drop was also fun.
Really neat concept. I really would have liked to have done the red countdown vs green countdown for danger/safe times. That was pretty neat. The game logo also really suits the game well. The font could have been slightly better, but neat nonetheless. Just not sure if there was any other implementation of the gold theme, or just the collectibles, but the theme could have been incorporated somehow better.
Spot on sounds. Love the art. Only part I found irritating is that the the powerups we collect are almost always going towards the eye, like it has gravity, but then the arms have no delay in their turn rate, which makes it impossible to collect the powerups once they have already passed the radius of those arms growing out of the monster. But definitely a cool take on the dodging part. Not sure if leaderboards were implemented, didn't seem like it, it only showed the last run's final score.
Really cool unique concept. I liked it. Couldn't see previous scores (leaderboards).
Edit: My bad, leaderboards are only visible after you die. Since I was spam clicking to dodge, I died and skipped the leaderboards. And since I didn't see them on the main menu, I thought leaderboards wasn't implemented.
It's really hard to get the 3d perspective, I'm not sure if the ball is going to hit me or not. Very hard to undestand that, it needs some visual indicator. Also, I thought the blue platforms were meant for climbing further up the level like in doodle jump. But the camera didn't move, so not sure if we could go further up or not.
Hahah thanks for the feedback.
About the WASD+QE part. I actually realized that us gamers mostly use those keys and we are not so fast with other keys, so we should get really good with a keyboard, so I think truely randoming the keyboard keys is better in this scenario. Do definitely give it a try with the Gamepad, it's really fun playing the Keyboard + Gamepad mode.
It took me so god damn long to figure out that we have to give back the wreckage the the protagonist ship, god damn. Good interesting concept, and a nice twist on the usual generic gameplay that we see. I hate to say this, but I most of the times dont like to read stuff in my games, I just like to dive in and explore. The story mode had way way way too much text in it, with no chance of skipping.
The trail particles look like they're bullets, I'd have liked a line trail instead. Other than that, just the infinite gameplay possibility needs to be balanced. I mean just take this example -> I wanted to die to see the leaderboard screen, so I just started running into enemies. Now it's quicker to take their bullets, but I realized that like 5 hits later. But it took around 30 seconds for 6 enemies to show up and kill me. The screen was left blank for a decent amount of time, very undesirable. But gameplay wise it's good, and fits the theme well.
You're a real disappointment, zeph. Not because you "made this game", but because you don't pronounce gif as jif 🤨🤨🤨🤨 shame shame shame
jokes apart, a really cool implementation of a very generic idea. I've played quite a few games, and many of them just get cringey after a certain point, but not yours. It is subtle in the insults.