Coreylr197 I played webgl build. I did tutorial twice and got stuck on I think 3rd level (where the coin is introduced). I dont think its beatable at the moment.
YanDoesGameDev
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I got stuck on the tutorial, first level with the coin. I got to the right of the screen, but nothing happened. How do you gain score in this game? When picking up the coins, I lose a life. Not sure if that is an intended mechanic or a troll, as part of unconvential means.
Outside of the bugs, great game, though its difficulty really spikes, especially outside of tutorial when limited to 3 lives. Again I dont understand how to gain score, as when I pick up coins I die, so I might be a noob. Maybe some clarity on that end.
One last thing to note, the mechanic where the controls get fliped is really fun and interesting. Maybe add some sort of transition or even text on the screen to let the player know when this is happening (almost like a warioware game), as I can see this mechanic going from fun to frusterating really quickly.
Overall though, while a bit buggy, this is fun, creative, and all connected through an urban theme really well. Keep going!
There are no intructions in game or on your itch page. I dont know if the signs are supposed to tell me anything. Whats the point of switching weapons? No feedback for player health (hearths, health bar). No map. So far all I know is pressing e to pick up a weapon and left clicking to "shoot". Every shot feels the same regadless of weapons.
Decently gameplay, but at this point, not fleshed out. Last bug -> pause doesnt seem to display any sort of menu, though its trying to?, and when spamming pause, it starts glitching the pause on jump.
Overall this would be a 3/5 in its current state, with lots of potential. I am pretty sure I am missing out on some of your gameplay, but you never explained what I am supposed to do. Please add decent UI.
You have a very interesting concept, however this follow through was a bit poor. The checkerboard pattern, along with the browser scrolling when using the arrows keys, really hurt my eyes, brain, and soul. I got stuck around lv 5, I dont think its possible to beat it.
The enemy chases the pig, but there is no way to run away or juke. I tried going down and going up. When going up, you have to constantly keep scrolling the webpage to even have a chance of winning, which gave me a migrain. The concept is really interesting, maybe try uploading this as an app, cause on browser it just doesnt work due to scrolling. Also please include a full screen button in you itch, as that might also fix scrolling issue.
I'll revisit this if above is fixed, purly beacause the theme/ idea is sooo good, but the follow through is just too poor to be playable at this moment.
Audio is a banger. Careful with your lighting as im pretty sure this game could give someone a siezure. The movement handles a little loose for my taste, as I was still moveing for around .5 seconds after letting go of a key.
Really interesting mechanics, and creative gameplay. Consider adding some visual q's to the enemy when they are dead, as it is hard to tell when an enemy is dead, and I found myself overkilling quite a lot.
I found the diamond, and hit it with my banana, but nothing happened. It threw me into a hole? and glitched the game. Idk if there is an ending. Defenitaly unconventional. Y'all have a decent map if this was a 3d graphics course, but this gameplay is a little sus. Consider adding a slenderman to chase the player.
Other issues: I had to speedrun full screening this game, as there is no in game UI. Escape exited my application instead of pausing...
How did you make a game in blender is the real question.
4/5.
Really cool game design. The backround hurts my eyes, its almost pycadelic, I really dont like lines in a bullet hell, as it makes it hard to focus. The parry time slowdown is actually a negative imo, as it breaks your rythm. Pretty hard, and for some reason the bullets have diffrent behaviour when I pocket them than when enemy shoots me.
Pretty funny. I cant tell if you guys are serious in this game.
Lv 5 and 1 is wayyyy too easy. The ai is unpredicatble. Sometimes I kill them in 1 slipper, sometimes they dont die. You introduced melee in lv 1, but theres littterally no point in using it.
The collisions and lv design are a little sus. Consider adding some backround to the game. 4/5 overall just cause I was laughing my ass off.
I don't have friend to play this game with. 5/5 just because its soo genious, and original. Nice audio, Nice graphics..
Glaring flaws: no online multiplayer. No webGL build. No instructions/ how to play anywhere (checked both itch pages as well as in game, just having the on screen controls can still be confusing to new players). I played vs myself, so I wasnt able to get the full experiance.
We revamped the spike level's difficulty, as it was meant to be a tutorial to how the spike mechanics work in our last UX pass. A few of the "frustrating" mechanics (such as bubbles spawning on top of active jellyfish) have also been removed.
The last few levels are still a bit challenging, which, with a restart option on the levels, should give it more of a "puzzle" feel. We hope that the skill curve between the levels feels a bit more natural now.
Thank you and others who pointed that out, and left good and honest feedback - Yaniv
5/5, great game for undertale/ enter the gunegon fans. Keeps a high level of difficulty while being engaging with the reflect mechanic.
The obvious route with this would be to make it into a dungeon crawler (like gungeon) OR to add more bosses in and tell a story (like undertale). You guys got a lot of freedom if you choose to keep going with this game!
I would also consider adding in a few mechanics (and adjusting the skill curve in porportion), such as (destructable) cover, and maybe a mini "blank" effect similar to blastfamy from ETG. Also, when going to the right side of the boss, the sprite "flips", but the sword attack is now underhanded, which looks and feels a bit jarring.
Lastly, the sword takes just a little too long to charge in my opinion. If you want to keep the difficulty curve, you can make the boss harder to compensate. From a player perspective, its around 1.5 seconds, but it really feels like 2.
With a slightly faster charge time, the player can be more aggressive with more risk reward (dodging back to reflect 1st wave, than having an option to go into and reflect the next wave).
Other than that, consider a tutorial / easy boss to help new players ease into the game. I feel this would really help you guys, as right now it is really easy to put the game down early, and I fear only undertale/gungeon fans (and similar frustrating yet rewarding games like Super Meat Boy) will stick around.
Good luck and keep up the good work! - Yaniv
5/5. You did A LOT of things right. I like how you can collide with enemies to kill them off the swing. and how the turrets stay around and you can see how many shots are left. This leads to interesting statergies, such as creating lines of turrets for defenense, or leaving the lane more open for collision kills. So much skill expression in just the first level!
The difficulty scale is pretty decent as is, though I would look into lowering it just a little bit. As other have stated, theres a lot you can do with this to make it a full fleged game, such as buying better turrets.
The base gameplay loop is so fun and original, that you have a lot of room for expansion. I really like the sounds as well, the music / sfx blend was nice where sfx didn't cancel out the music. The pews, are genuinlly fun sfx, surprised you found something that fits so well in such a short amount of time.
Very original ideas. You did a good job in the voice acting deparment, though you really need a better microphone, as the audio came out a bit choppy. It's fairly basic, but you're a 1 man army for doing sound, coding, and art all by yourself!
The SFX from clicking where very loud on the conveyor level, I think this is tied to the fact that I can hold the mouse down, and have it loop. For a game like this, you'd probably want to make every "smash" an individual click, as opposed to holding.
Good job, you have a lot of potential in game dev, esspecially considering how young you sound!
Wow. This is pretty unconventional, you fit the theme really well. I had a lot of fun playing this, its fairly challenging, but I got the hang of it after around 10 mins, and got my first win.
The triggers are a little hard to hit as you have to time it slightly early, and they arnt very forgiving. You nailed the gameplay though, I was very plesently surprised with how fun it actually is. You have a really good gameplay loop, I'd like to see/play more levels (and songs) with this gameplay.
5/5 for sound for sure, I was jamming out to the music. 5/5 for fun as well. I could see this being a finalist.
-Yaniv
Interesting Idea. The Game has a few glaring flaws right now, that make it hard to play. The character is moving really fast and is hard to control. There isnt any barriers to prevent me from going off screen and out of the play area. The animations are very close to one another, making it hard to differentiate what I am doing with the character.
There are no instructions in-game, and I had to go through the itch page to find the controls. Consider putting a tuttorial / instructions menu, or even text in game that tells you what you are supposed to do.
Still not bad as a concept, and I see where you are getting at with your idea. I hope I am not too harsh with this review, as you guys should definatly keep going, and have some interesting and fun mechanics. Try to find out what is part of your core gameplay, and use that to make a longer gameplay loop.
Not a bad game, especially when factoring in time constraints. Overall, I'd have to rate it 3/5 right now, though that rating can go up if some of the issues mentioned previously are fixed.
Good luck! - Yaniv
Wow making this in a short timeframe is very impressive. I played the PC build for this review.
Overall I would rate this game a 4.5/5, with the only dock being for the sound. The AK (esspecially ) and Shotgun are really loud, compared to the pistol which I used for my first playthough.
Really like the design and mechanics. While this is already ETG inspired, prehaps a dodge roll (or another way of adding invincibility frames) will help in this game, as it would open you up to more complex AI, and more "skill expression" if you choose to keep going forward with this game!
Last thing, the AK actually feels pretty underpowered in my experiance. While its better than the pistol, in my opinion the shotgun is much better because the bullets cover more ground. Logically this doesnt make too much sense though, as in most other games AK would be the most powerful.
That being said, you guys scoped this crazilly high for a game jam, and actually managed to pull it off! Looking forward to updates - Yaniv
Glad you like our music and art. Really happy you picked up on the Spongebob themed jellyfish, as that was a huge source of inspiration for us as well!
Thanks for the feedback on the levels, we will take a look at different level text colours/fonts to clear up the gameplay.
We wanted the first few levels to be tutorials and introduce mechanics, before we make challenging ones. Glad you like the skill curve.
-Yaniv
Very interesting mechanics. I like how you are able to wall surf/ cielling hop, and I think thats a really cool addition for kiting enemies. The spike is a really cool mechanic, though it is really hard to aim at times. The spike is a little slow to return, which makes it hard to aim when peaking enemies from cover. I was doing a lot of clockwise/ counterclockwise full room kites and would have plenty of times where I was waiting for the spike to come back 1 screen away.
Your levels are pretty well done and diverse, however some of the mechanics are not very intuative (such as player being able to go through wood crates, and which types of obstacles can be destroyed). Elements such as those should be communicated to the player at first glace, to make the game less frustrating to play.
As is, pressing escape doesn't pause the game, but instead instanly kills the player. I was caught offguard by this on my first playthrough, and lost while in a very good position.
As mentioned previously, some other additions such as endless run, training mode, and even multiplayer/coop would be nice to have. That being said, the core gameplay loop if very fun and unique. This game definatly has a lot of potential, looking forward to updates!