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Micro-review thread: Review the entry of the poster above you!

A topic by HighwireAct created Oct 10, 2016 Views: 2,567 Replies: 63
Viewing posts 21 to 36 of 36 · Previous page · First page
Submitted

REVIEW of Captain Crack:

Captain crack is a vertical platformer where you fall down each level trying to make it safely to the bottom while getting the highest combo you can. There are several enemies to stomp and traps to avoid, which makes the game both fun and challenging!

I played the game several times back to back trying to get the highest combo I could, it's really addictive! Eventually I did a speed run to the last level because I got too caught up in trying to make a huge combo that I'd make too many mistakes. The only issue I had with the game was at first I wasn't sure if my goal was to make it to the bottom (or if there even was a bottom!) or if my goal was to get the highest combo I could. Regardless Captain Crack is a really fun game! It can easily be replayed over and over again, trying to get the highest score!


My game, Lost sleep, can be found here:

https://itch.io/jam/gbjam-5/rate/90210

Submitted

REVIEW of Captain Crack

My hats off to Ourson. CC was very addicting and triggered that "must try again one more time" part of my brain over and over again. Loved the loosing your hat as a health mechanic, thought it was very clever even tho, I did die a couple of times trying to pick it up again. The combo system feels rewarding and makes you want to try and better your combo score instead of just getting to the bottom as fast as possible.

All in all, very enjoyable, creative and easy to recommend to others to check out.

My game, INFEST:STATION Endless Swarm :

https://itch.io/jam/gbjam-5/rate/90418

Submitted

Review about Captain Crack (https://itch.io/jam/gbjam-5/rate/90026):

You are a man with a tophat falling down in a dungeon. I loved how the character moves fast and the double jump hability, it was so funny to play that i did until the end, the endind animation with the treasure chest was pretty cool too. I hope you let the idea go far and make more about this game :D

Here is my game: https://itch.io/jam/gbjam-5/rate/90332

Submitted (3 edits)

REVIEW OF CAPTAIN CRACK:

I really liked playing this game. At first sight it will not impress you. But when you start playing, all you want to do is play some more.

This game is a falling game + Mario + Arcade + Ghouls and Ghosts mixed together.

The objective is to get far down as possible, trying to hit over enemies on your way down for combos. To control you fall, you can go left or right, or use a double jump, either, to get to some monster and continue a combo or to start a new one, jumping over enemies.

If you hit enemies sideways, you'll lose some clothes (lives) until you die, turning into a skeleton, just like Ghouls and Ghost, pretty fun!

The sfx are good and fit well.

The music is pretty cool as well.


For the next review, if you have someone to play with you (2P game only), try my game: https://inc4nus.itch.io/onestrike

if not, try my friend's one: https://cassio-kenji.itch.io/daydreaming

Submitted (2 edits)

Review of Day Dreaming

I didn't have a second player handy to review Inc4nus's game, so here are my thoughts on Day Dreaming:

The graphics are simple, but they work and they look GameBoy-esque.

The audio is decent. The wind noise gets a little repetitive and the sound that plays when you die is grating.

The gameplay could be more varied. I ran into some glitches and some unintentional puzzle solutions. A button to manually reset a level would be good, as I ended up quitting after a glitch froze the game towards the end.

All in all, 3/5. Not bad, but not stellar.


Our Game: Reflect Raider (Please play the downloadable version--the browser version currently has a glitch that causes bullets to move very slowly. We're hoping to fix it soon, but until then the best experience can be had via the download. It's a small file and it is a standalone executible, so you don't need to install anything).

https://rubycat.itch.io/reflect-raider

Submitted

Reflect Raider provides a simple yet addictive gameplay experience, with easy to learn mechanics, upbeat music, and accessible visuals. The layout of enemies allows the player to decide how difficult their playthrough will be, since the challenge increases the closer you get to multiple turrets. While gameplay feels slow at times, the difficulty increases appropriately, requiring the player to carefully maneuver to best protect themselves later on. The timer gives a small added challenge as well as a sense of urgency, which is a nice addition, albeit frustrating when the play movement is so slow.


One small personal challenge was the use of WASD + arrow keys, as they were assigned differently than many popular PC "twin stick" games (Binding of Isaac, etc). But that speedbump was easily overcome with practice.


Music: 4/5

Visuals: 3/5

Gameplay: 3/5

Design: 3/5

Overall: 3.5/5


Would certainly recommend for a fun quick play. Nice work!


Our game is called Homeward and like many other submissions, is a level-based platformer. Assume the role of Mort in his quest to get home before dark. While a bit had to be rushed, and a bit was unfinished, but ultimately the experience we wanted is there and we're proud of what we accomplished in a few days. Please check it out and enjoy! Windows and Linux builds available.

https://piloneconsulting.itch.io/homeward

Submitted (2 edits)

REVIEW OF HOMEWARD

Homeward is a blue skinned tough as nails bare-bones platformer where you play as a skull rolling along the ground. From the very onset you run into stones making the skull tumble so it demonstrates this is not a feet on the ground platformer. You will roll all over the place.

The game looks similar to a Gargoyle's Quest. Black backgrounds, dark trees with white outlines. You play as a skull and need to avoid being smashed by giant jumping rams. The interesting thing about the rams is that their horns make for a nice platform up top so you can jump higher.

Let's discuss what makes it so tough. Its the technical stuff surrounding the game. The resolution and window size are stuck in 160 x 144. There is no screen stretching or full screen. I tried Alt + Enter, F and a few other full screen commands. So instead, I had to pull my monitor closer and adjust the resolution on my screen.

You use WAD keys to move left, right and jump. The jump isn't that high, so you need to use the tumble mechanic to basically jump at a certain angle to hit a wall and tumble over. You can stick to walls until you stop pressing against them. I setup my controller to make it easier for me to play rather than WAD keys.

Other than that the screen is setup similar to a forever runner where 90% of the view is on the right side. So if you miss a jump, you need to carefully go to the left almost pixel by pixel to avoid getting smashed by the giant rams. There is quite a bit of momentum here as well. You can't just stop on a dime, you'll keep sliding.

It gets high marks everywhere but the gameplay. It looks like a GameBoy game, sounds like a GameBoy game, its just a struggle to even play. Even though the jam has ended, please modify things. If not for this game, then please for the next game.

Since I've already had my game reviewed here (AlienVania)... I will go into the random grab bag and suggest the first title without a screen shot that shows up:

WILD GOOSE CHASE

https://itch.io/jam/gbjam-5/rate/90185

Submitted (3 edits)

Since I did not realize AlienVania was already reviewed, I did two reviews!

AlienVania
AlienVania is a nice platformer featuring super-juicy pixel art, a wide selection of weapons and enemies.
After few istants playing this game, you will realize it is very polished, from the game menu to the gameplay.
I particularly enjoyed the splatter effect when killing enemies and totally loved the music.
The size of the map and the quality of the graphics is impressive for a jam entry.
If you really need to find a small flaw, maybe a few things like explosion particles are not pixel-aligned, but that's not a problem to me.
What to say more? Try it, and you will have a nice surprise near the ending.
Music: 4/5
Visuals: 5/5
Gameplay: 3/5
Design: 4/5

Overall: 4/5

Wild Goose Chase
Wild Goose Chase is a nice meat boy inspired platformer, you play the role of a very nice character in his task of rescuing a goose.
Controls feel very balanced, graphics are essential but stylish and it's very fun to play.
I enjoyed how the tutorials got inside the level art: I would recommend it to give it a try!
Music: 2/5
Visuals: 3/5
Gameplay: 4/5
Design: 3/5

Overall: 3/5


My game is called Phone Throttle (https://santarcade.itch.io/phone-throttle) it's an HTML5 game where you do wheelies with a scooter, controlling it with your phone gyroscope but watching the gameplay on your desktop browser.
Unluckily, it requires an Android phone with gyroscope in order to play it.
Give it a try and let me know!

Submitted

I appreciate the review. I've reviewed a few games here and well there's always the hope that I'll get reviewed again even if I suggest a random game that hasn't been reviewed here.

The map was made in 2 days when we realized plan A wouldn't be good enough. The artist will be happy you liked the art. It seems like no matter what the art, people talk about the music more.

What do you mean the explosions aren't pixel aligned? Like the sign that explodes explodes at the top left rather than the center?

How can I improve the gameplay in the future to score higher than a 3/5 in the next game?

As for Wild Goose Chase, i would have never expected a Meat Boy - ish game. Then again I only saw the title screen / default image.

Submitted

Hi sitebender!
By pixel-aligned I mean that a few things, like particles, seems moving by subpixels (very smooth) and not respecting the 160x144 pixel matrix.
To improve the gameplay, I would:

  1. rework the jump feeling
  2. make sure there is no camera follow when jumping (on some platform this happens and it is quite disturbing)
  3. let the projectiles interact with enemies even when they are clipped out of the screen
  4. make the guns orientable to shoot higher or lower and not just horizontal

Those are the (personal opinion)-advices that came from the top of my head ;-)
Keep up the great work!

Submitted (1 edit)

Review of Phone Throttle

The first blocker was the fact I have an iphone. The game does not work with one. I tried with a nexus 10.

The main menu doesn't say anything about the game, just a couple of images with the game's logo above. The QR code disappears to fast for my skill with the QR reader app.

Once I got the game running, my first impression was that the motorcycle was moving randomly. After a couple of minutes figuring it out, I found the correct positioning for my device. It's a hard game tho. I manage to get 48 points somehow. But I got bored after a couple of minutes trying & failing.

Technically the game is awesome, the developer achieved a simple way to sync two devices. The graphics are just ok, they work. The same for special effects. The game doesn't have music, just the main menu.

  • Music: 1/5
  • Visuals: 3/5
  • Gameplay: 3/5
  • Design: 4/5
  • Overall: 2.75/5

My game is Le Gatuno: https://itch.io/jam/gbjam-5/rate/88875

Cheers!

Submitted

One of the couple of images with the game's logo above, is the how to hold the phone tutorial ;-)

Submitted

I tried. But maybe the gyroscope works different in a tablet :(

Submitted

Oh, thanks for the input then.
I'm using a library just for gyro data normalization across different devices, but if that does not work properly, I think I will switch to my own calibration procedure then.

Submitted (1 edit)

LE GATUNO REVIEW:

A very well made game. It reminds me of Lemmings with a new layer in the platformer aspect of it, making the game pretty interesting.

The graphics are good, not exceptional.

The sfx are fitting and the music is pretty great.

Overall its a very fun game, i would totally play it in PlayStore.

  • Music: 5/5
  • Visuals: 3/5
  • Gameplay: 4/5
  • Design: 4/5
  • Overall: 4/5

My game is One Strike: https://inc4nus.itch.io/onestrike

If you gonna review this one, PLEASE play with someone, since its a 2p game.

Submitted (2 edits)

One Strike review

Was looking at this for a while. Totally got into the mood and style when I saw screenshots.

The graphics are amazing, the animations very nice. Although I wished that the main characters were better visible against the background. Using the the mid color for the faces and sky only may have been wasteful. The outlines help a lot though! I just wonder if the overall visual was a bit easier to read if the background was one tone brighter.

This 2 player mode is addictive. It is a very basic concept of movement but it gives enough possibilities to develop strategic moves. The tension when waiting for your opponents move really fits the overall theme of the game. Good job, you totally deserve this!

The hit animations help motivating for a clear strike. Too much gore for my friend but I loved the reference to Japanese cinema gore in Lone Wolf And Cub style.

We had trouble distinguish a clear win of a session some time. Kind of felt a info screen was missing, sometimes on a rushed round we would almost oversee that the session was over. Also a winning screen, sound etc. might help motivating for the next round and gives the winner opportunity to cheer. Compare Street Fighter II and any other fighting game.

Also sad it did not have music or minimalist sound design to accomplish the stage. The sword hit sound was a bit too much if you ask me. Too loud and deep. I expected a "slice" instead, but this may be me. Please work on the sound, that would add a lot to the atmosphere of this game.

I hope this review was helpful and you find some time to address issues that you find apply.

Here's my game Beat-Up-Boy: https://itch.io/jam/gbjam-5/rate/90271

Submitted (1 edit)

Thank you so much for the review!

I've tested to background with another tones and the darker one was still the one that made the samurais more visible. About the mid color for the faces, you're right, but this will be resolved after the jam, since i'll continue to develop this one, but this time, with no color limitations :).

I'm so happy you've enjoyed the game! And also happy that you could figure it out what the game was all about and the feeling of playing it.

I agree with you that this game needs a Win Screen or something like that, took note for a future update.

You are right again, the sfxs could be better and we need some music, also noted for a future update.

Thanks so much for the compliments, I won't be updating the game for the this JAM anymore, since i've already started working on new content that won't be ready by the end of the JAM. So, the next steps will be working on a full game with new characters and some other features.

You can follow me for updates at: https://twitter.com/dmbarbosa1

Thanks a lot!

Submitted (1 edit)

Beat-Up-Boy Review:


Beat-Up-Boy is a classic sidescrolling beat em up action game.

The graphics and animations are solid and reminiscent of gameboy. The newspaper flying to the front at the beginning is an awesome touch. The character portrait was nicely done. I also enjoyed the dialogue while fighting enemies.


I thought the music and sound also fit the gameboy feel as well. Definitely appropriate for a beat em up. The music didn't get old fast which is a plus.


I don't have much to say about the controls other than they were responsive. Gameplay wise, it felt rewarding punching out the enemies.


I also appreciated the fact that the game didn't take itself too serious. I won't spoil anything for anyone else, but I enjoyed the little surprise ;-).


  • Music: 5/5
  • Visuals: 5/5
  • Gameplay: 4/5
  • Design: 4/5
  • Overall: 4.5/5

All in all, I enjoyed the game and would play again if this game is extended in some way.


Here's my game Demi-God: https://itch.io/jam/gbjam-5/rate/89271

Submitted

Demi-God Review:

I'm not sure how to categorize it, but I'll try: Demi-God is a side-scrolling beat em up/shooting game where you have to advance forward while beating waves of enemies.

The game is very short with only around 4 waves, but it's just the right length for the amount of content present and doesn't overstay it's welcome.

At first, I just clicked the game window to get the focus, and it automatically advanced the title screen with the controls, if you wouldn't have had the controls on the game page, I would have missed them.

The transforming was a nice touch, although I'm still not exactly sure, what the animation is supposed to represent. The bullets you can shoot felt IMHO too weak, it could help to make them faster and bigger.

Killing the bats felt much better, than killing the aliens(?), because they died within one hit. And hitting the aliens the first time, did not really give any audio/visual feedback.

The music was a noticeable short loop, but nevertheless it did not get annoying.

I just saw that the art looks crisp in the screenshots, but when actually playing the graphics look blurry. Seems like they get scaled with "Linear" instead of "Nearest" Interpolation.


I reckon this might have been one of your first games? Don't be discouraged, if I sound overly negative/critic, I hope you see it as a way to learn how to improve the next time around.


Our game Pixel Soldier

Submitted

I didn't find your review was negative at all, it pointed out the flaws in my game and I agree with them. This isn't my first game (3rd game), but this is my first game jam. I've learned a lot by making this game and playing the other games. Thanks for taking the time to write the review. :-)

Submitted

Pixel Soldier review:

Difficulty scales up quickly but effectively; with simple sound and graphics, it looks like you were able to focus on developing interesting/satisfying mechanics, and on that front this game really delivers. The effect of hopping around the screen to dodge bullets is made to be a bit more rewarding because it also improves the speed with which you can dodge enemy missiles, making a skilled player able to avoid taking damage while knocking out the challenges set before them.

Supports a waves/ boss style; I'd say something a little clearer in the game itself about what the controls are might be helpful, the first time I was sure what all my options were was after I decided to try remapping them to see if I was missing anything. (They are in the gamepage though so that is helpful as well).

Music and graphics are a bit on the simple side but I feel like that suits the game's style and contributes to the overall gameboy feel. Bosses drop health boosters but I didn't see any power-ups along the way, I'd say that's what I want out of potential future additions to this game's development: the ability to shoot different projectiles, more of them, etc, as a direct result of the bosses killed and such to keep the gameplay robust as players progress.

Overall I'd give it a 4/5 stars, especially considering it's a GBJam game but looks rather polished.

My game is The Curse of Talon Cyphyr

Submitted

Thanks for the great review. You mention many important points. Yeah we focussed on game play over graphics. But sadly the music/sounds were a last minute addition so they might not have turned out that good.

Some tutorial for controls would have been necessary, and reading your text I'm not even sure if we properly communicated that the player is invincible while dashing. Powerups and different weapons were planned from the beginning, but cut due to time constraints and I wasn't sure how/when they should drop, but you gave me an idea how to integrate them, without the enemies randomly dropping them.

Tuning the difficulty is always difficult, because I usually played the game already hundreds of times until it's finished, so I just included multiple difficulties (with a third one, that only even unlocks after you beat it on "Hard"), but I think I could have done more, like allowing the player to retry directly at the boss they died at instead of the beginning, at least on lower difficulty settings. But I thought it isn't a big issues since the game is rather short with 3 stages and can approximately be played through in ~7min (in a single run).

Ok, this turned out longer than expected. To conclude: thanks again for the helpful review.

Submitted

The Curse of Talon Cyphyr is a collect-a-thon styled platformer where you play as a little dog named Talon and collect berries.

The game didn't feel too long or too short which is something that I always appreciate. It appeared to have five different levels to the best of my knowledge, with an intro room and a central hub.

The first thing that jumped out at me was the choice in the color palette. Rather than being monochrome, the developer decided to broaden the palette a little with purple and orange, giving it more of an early GameBoy Color vibe- and it looks nice.

The game plays with you going through each level collecting berries in order to activate an NPC who then opens a barrier in the level which allows you to collect some... stuff. When you pick up berries, you need to howl which turns them white and allows you to gather/eat them. I'm honestly not quite sold on this mechanic, as it tends to unnecessarily slow the game down. I think that having either howling or pressing down to collect the berries would be sufficient, rather than needing to do both which ends up feeling redundant. Perhaps some other uses for howling would alleviate that issue as well!

The sound overall is pretty good. The sounds are typical GameBoy sounds and the music is pretty enjoyable to have in the background. More variety in the music would be welcome, however. Since there is a stage or two that just continues playing the hub music, I suspect that the developer simply ran out of time or didn't have more music prepared which is to be expected in jams.

The player control feels a little rough around the edges and could benefit from a little more polish. Jumping essentially teleports you in the air rather that actually jumping you, and the jump itself could probably stand to be given a little more height. Nothing too aggravating but worth noting nonetheless.

Now, I'm not sure if there's an ending. I (at least I think I did) collected all the items, berries, and spoke to everyone. When nothing happened, I noticed that the levels reset themselves when you leave and renter along with all of their items. Of course I could have just missed something and if I did, I apologize.

I think the level design could use a bit more variety as the obstacles are pretty much the same through all the levels with the exception of water in the first level and the spikes in the last one. I understand this is because of the jam (I know I wanted my game to have more variety but such is how it goes), but with the future in mind some gimmicks would be interesting.

Overall I had fun with it. I think with some spit-shine, the game could be pretty interesting. It gives me a castlevania vibe from the aesthetic with some collect-a-thon style things going on, which is a good thing.

P.S. to the developer: Please don't take my criticisms too personally. I tend to critique much more easily than I compliment, so if the ratio of compliments to complaints is off, I apologize.

My game is Super Skater Kid.

Submitted

Thanks very much for the review! This is great advice. A lot of the things you've noticed are things I have been working to fix in the later development of the game. (V1.1 has some fixes for some of the things you have noticed, and I'm still working on a 'final' release with a fully triggered ending and such).

Your response to the howl + down to collect is really helpful; you're the second player to make this comment and in practice, I was trying something that doesn't seem to have panned out. Might not make a big difference for this game is it is right now, but it'll inform the things I try when developing future games.

The GBJam release doesn't have all of the music implemented properly, so you are correct about the music feeling more limited than intended. The note about more gimmicks is interesting; I will definitely keep that in mind for improving level diversity in feel!

I don't think this was over-critical or anything, I appreciate the helpful feedback and notes to improve on. This is my first game-jam game ever, and I was working solo so every piece of advice is a huge help! Thanks again!

Submitted

I'm happy to hear that you've been working on fixing the little problems, as I'm also happy to hear that I didn't appear over-critical!

Good luck on your game and if you ever want an honest opinion in the future, I'm always willing give it a play!

Submitted

Super Skater Kid Review

Oh my, what a fun game!

The concept is pretty simple: You're a bold skater on a suicide mission to be the best avoiding bicycles, jumping over cars and collecting coins. While you do that, you can and should be even more daring and perform radical maneuvers to win more points.

The music and sfxs are perfect for the game. Also the presentation.

The gameplay is where this game really shines. Its super fun jumping over cars, doing tricks and avoiding bicycles at the same time. The level progression is very well thought. Even though the game is difficult, you want to play more.

Where i think you could improve:

- Its kinda hard to see when the skate tricks are finished and sometimes you lose lives wondering why. A more visual effect could better tell this moment (maybe a action circle?). This should give the player more control of the jump and to better decide when to do a trick. Also, the maneuvers could be more flashy, its hard to see what he is doing since you have to pay attention to what is coming next.

- Background looks rushed.

Overall, i really think you should continue developing this game.

  • Music: 5/5
  • Visuals: 3/5
  • Gameplay: 5/5
  • Design: 4/5
  • Overall: 4.25/5


My game is One Strike: https://inc4nus.itch.io/onestrike

If you gonna review this one, PLEASE play with someone, since its a 2p game.


Submitted

Thank you for the review! I'm very happy to hear that you enjoyed it!

In response to the critiques, I never noticed that the tricks are difficult to see at times, but I totally understand now that I think about it. Sticking with the GB theme, I'm unsure if there is an elegant solution while avoiding cluttering the screen. Post rating period, if I decide to open up the palette, I'll definitely keep a more visual indication in mind. Thank you for pointing this out!

Also, I'm not quite sure what you mean by the backgrounds looking rushed. I tried to keep them detailed enough to be interesting without cluttering the screen, but unfortunately I'm not much of an artist so they don't look that great, haha. I'm hoping to improve my art skills, however.

Thank you again! I very much appreciate the review!

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