Huge shame that the game doesn't work past level one, but because of that, decided not to rate it.
WallJumpGames
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This was so cool in concept! I think there a lot of control and design issues but the idea and groundwork was there! Also gonna go out on a limb and say you got the idea for this from either the RubberRoss video or the Ludwig tweet it spawned, and I just watched that video like an hour ago, so this is a really awesome reference.
I really liked the idea of this, quite creative and used in clever ways but enemies really felt like they were bogging down and otherwise great experience. having to kill the enemies felt like a really inconvenient way to get block. It was admittedly used well in a couple of circumstances, but overall it felt like a hinderance to the platforming because it was mostly just quite boring. Having a pickup or breakable block or something you could get that rewards you with blocks would've been a more fun mechanic (imo) that allowed it focus on the fun platforming over the mostly basic and easy shooting that ended up feeling time wasting if ever I died.
Other than that, the art and sfx are serviceable, if admittedly not great, but the music ended feeling very repetitive after a bit.
A good start, but it ended up not being great for me. Not bad by any stretch, but not great.
I didn't get that much time to balance ammo pickup spawn, so sorry about that. I guess I didn't find a sweet spot for that backstory text either. An issue I had with ammo was getting it into the gun I wanted, so that would be something that I would be something I would focus on for the full version. Shotgun shots counting as 3 ammo was there because that's how they work in real life so I didn't see anything too problematic with doing that. I might thinking about changing that in the full version, but I'm not sure. I think ammo re-balancing would be a better fix.
I have some gripes with this one, specifically when it comes to game feel, or juice, or whatever you want to call it. The audio design is quite nice for the game, but it feels like it could be a bit punchier, but a far larger issue for me is a lack of visual impact. There's hitflash and that's about it. Some particles and screenshake would've gone a long way to make shooting feel more sastisfying. The actual art is impeccable and it just feels that one point away from great, because I really love the idea, and the mechanics, and ended up enjoying the experience anyway, but combat felt unsatisfying.
I really wanted to like this game because of how nice it looks, and I love the concept of "Celeste Chase Sequence but Whole Game is That Tho...", but I just couldn't. And let me preface this by saying all of this comes from a place of passion, and wanting this game to be something special, because you've got a great start, but it just feels wrong in my opinion, and I want to like it.
The main issue is the level design. I'm not a huge-fan of this style of platformer controls, but obviously great games have been made with it (best example of something similar being Super Meat Boy), so I don't think those are inherently the problem, as they are they feel alright, probably would need some tweaking, but I didn't have time to dig deep enough into that, but my 2 main suggestions would be:
1. Make them faster: it's a super long acceleration, deceleration and turning time, but the top speed doesn't really justify it taking that much time. Of course alternative to this would be reducing the acceleration, deceleration and turning time, but that feels like an even more fundamental change to how the character feels than increasing the speed.
2. Change the animation: This sort of goes in tandem with other change, but the current animation feels too slow for both the character's speed and the accel/deceleration, and it makes movement feel slightly sluggish.
But these changes don't fix this game biggest flaw. The game feels:
1. Too tight,
2. Too precise.
There are a lot of corridors in the tower and due to the high and floaty jump it's hard to properly maneuver through these tight spaces, but it feels more unfair and like the jump sending you up like your on the moon, than like a fair challenge like the tight spaces in Celeste, or Hollow Knight, or Shovel Knight.
And in the outside areas (inside too, but outside especially), there are jumps where you feel like you have to jump on the last frame of coyote time to land on the platform you are aiming for, which again feels unfair. A lot of these jumps are so wide they are offscreen, leading to misleading moments or blind jumps, but this might just all be an issue with framing.
Sorry if this review is harsh, but like I said, it is coming from a place of love and hope. Have a great day, and hope this was useful to you in some way.
Why is the mouse not locked? It was really annoying controlling the camera with the mouse moving outside of the window, or to the edge of the screen and not allowing you to control your camera. Also, the manager watching didn't really feel consequential, it just felt like you attempting to add context to the score counter so it fit the theme. The core gameplay loop is a bit strange and boring to me, just basically walk, click, walk, ad inifitum, with bad camera controls.
Sorry if this review is harsh, I just actually think that it's a neat concept with a lot of potential to a be a fun score attack game, but right now it just feels sorta boring and slow.
The platforming felt far slippery and over-sensitive for my liking. And whilst the game was funny, it doesn't have anything to do with the theme. Despite I think that this game could become a fun, quality steam meme game if given a lot more time and attention than can reasonably be expected in a week.
It was a fun enough doom-like, and it's clear you were doing this to learn how, but it didn't really fit the theme in my eyes, nor was it really doing anything of it's own. The graphics were nice, but the skulls felt out of place in the game. The rendering of the skulls was also all over the place, often not appearing correctly unless you were in their face.
A good start to making a proper 90's style boomer shooter, but as is stands, it's not really far enough to be even a proof of concept.
The idea actually came from Overwatch and Aegis Defenders, I’ve never played TF2, the tutorial crashed my computer the few times I tried it.
I’m also excited to see how I decide to go with it, again I’ll (most likely) be drawing inspiration from Aegis Defenders. But looking at the direction to take it is one of my (way too many) tasks this week.