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TyView rated SKELOST

TyView rated a game 186 days ago
A browser game made in HTML5.

The very first impression I got of this game was bland and kind of old. I mean obviously because it's inspired by gbc games. But still with that knowledge I still kind of wanted to turn it off at first... Well I'm really glad I didn't because this ended up being a sleeper and I played if for like an hour (mind you it only takes like 10mins to complete). To try and pick this game apart is a little hard because of how tight it is but what stood out to me the the most was the level design and the game mechanic/controls.

When it comes to the level design it comes across as very easy but it is more so deliberate when you play through it a couple of times. You start to notice the first bit of the level introduces you to a single enemy then you have to do a bit of map traversal, then more the one enemies, then a bit more map traversal, with either a heal or health upgrade in between. It sound formulaic when I lay it out like that but actually it feels nice. It a makes for a very controlled difficulty increase over the game without having to think to hard about how the map plays into it. Also with the designs and themes of the maps the player never really notices how repetitive the routes are (they aren't they are all unique I more mean follow the same rule) it more so feels like you have an understanding of what should be where without you noticing that the dev training you to feel that way. Ok I also have to talk a bit about the water level because of how much people dread water levels in games. The idea to make it so your force up is the same but you just float back down is a great way to do a water level...

I almost forgot to talk about the boss level design. The first boss you can stand on the top platform and shoot and jump once and never have to move, this is bad design but it gets worse. The crab boss if you stand in the right doorway he doesn't shoot and his right claw can't hit you. If you stand in the left doorway his left claw is the only thing you have to worry about but you just move slightly to the slight and you are good. I also feel like the final boss should do at least one more ability instead of 3 phases where he does the exact same thing. Also there are moving platforms in this game, if you jump right at the edge it like rubber bands you forward.

"Well Ty how can you give this a 4 out of 5 stars if it has some much wrong with it in the paragraph above?" Because of the way the game plays and feels. When you first start it feels a bit slipy and slidy but as you play you lock in with the controls and it really hits that sweet spot of not too easy but just challenging enough that you want to beat it. It is also short so you don't mind going through it multiple times. I don't know if you are going to do any updates can I suggests some:

Change suggests:
- Make the boss plant alternate the base location after hit instead of just going to the top every time.

- For the crab boss either place doors on either sides or make is so the right claw can hit the right doorway as well.

- Widen the radius of the crabs detection that causes it to shoot.

- The platforms are doing that for a reason and it's a the tip of my tongue it's a common programming "error" the can be fixed easily but I forgot the process

- Make it so bosses continue flashing until you are able to hit them again.

- Add another attack to the final boss: maybe something that comes out of the ground, this is a boss that makes you focus up the entire time having a move that makes them focus the ground would really switch it up.


All in all I out give this game an 80 out of 100 rating.

Great job sorry if there are any typos in this review it is late and I am really tired but I really wanted to get this one out.