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Vicctre Tamaj rated Karim and the Worldwide Street Brawl

A browser game made in HTML5.

Gave this game a few tries to really try and build up a review. To be clear, this is a demo and a ver yearly build of the game, so the current score isnt reflective of the final product, but there are a few things to note here. 

Starting off with the good stuff; the presentation is really nice! Sprites are nice and large and most things animate smoothly. The enemies look good, and Karim himself is pretty expressive. Only thing I would add would be maybe some visual effects to the sprites to give them more OOMF and clearity, as the game does have alot of brown in its color scheme, making some actions a little harder to read. Nothing too major, but something that could look nice in the final release. Smear effects would go a long way in selling the attacks. Music wise, its nothing offensive, but it wasnt really speaking to me. The boss theme was aight. The title theme had some weird instrumentation and had too much empty space, which the stage theme barely existed. Since I am a mediocore musician, I might not be the best to talk to about this though. The controls felt odd with all your actions being so close together, but thats just a nit pick, I would probably just have to play the game more to get a feel for the controls.  The power ups were a neat idea, and they can add some spice to the gameplay, but overall didnt feel super useful. 

Now, for some constructive critisicim and things I noticed. The spike ball SFX seems to stack really high, so when multiple Spiked balls fall on the stage, the SFX is VERY loud, just make sure to watch out for that sorta thing. UI wise, its not very interesting, though I can see the vision, there are a few things that hold it back. Its a bit weird that the menu is controlled with the mouse and doesnt respond to the arrow keys. Very off and didnt like that, but its nothing gamebreaking. Something that DID affect gameplay was picking up items. When an item would fall on the floor, you would have to crouch to pick it up (press Z) which there is nothing wrong with that, but in the menu, you would press Z to drop the item and not pick it up. IF the player HOLDS Z for just a second too long, it will automatically assume you want to drop the item, and in a blink of an eye, the item is gone. This happened to me far too many times. Maybe when you initiate the pick up, the game shouldnt register any button presses until you let go of an existing button press (not including arrow keys). There are a few things with the enemies that should be rebalanced, reivaluated. The first major aspect is the lack of Invincibility frames upon wake up. This leaves players very vulnerable to being dog piled, especially with how fast enemies are. Snakes are the biggest culprit, being fast and hitting the player so quickly, that they dont have time to crouch attack if they are already on you. This in combination with the other, faster enemies leads to getting smothered really easily. Maybe you need a roll move of sorts, where you can roll away to another part of the map after a knockdown to prevent people from stacking on ya. 

As for the Robo-Snake BOSS fight, alot of these issues are made more clear. The BOSS itself doesnt leave itself vulnerable for anything other than a jumping Kick attack, as the basic punch is too slow to hit them before you take damage. The missiles attack isnt very clear on where the missiles  will land, as there is no drop shadow or warning on where they will land. Your best best is to run around the arena, but sometimes that can be impossible based on which attacks the boss goes for, asc the cooldown between attacks is very short. the BOSS may do a screen traveling move that restricts your movement, or use the dreaded Electricity attack. The Electricity attack is busted, as the projectiles just cover too much range too quickly. By itself, its already tough to deal with, as the player feels just a tad too large, and again, the lack of invinicbility on get up can lead to you getting hit multiple times and knocked down into a corner where its impossible to escape. Maybe just one larger laser would do well for the attack. The Traveling move is fine for the most part, but having the ability to hit you twice after a knock down is p harsh. Its biggest crime is being combined with the missile attack and making for near impossible to avoid patterns at points. Not ideal for the first boss IMO. 

Overall, a fun little spin off for Karim, so ya love to see it, but it does need some work here and there. But as this is only the first demo and a very short taste, I hope to help with my review to shape the final product to be as good as it can be. Hope to see more from this at some point.