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FlintRoc

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A member registered Apr 27, 2024 · View creator page →

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Top 10 video games more adictive than drugs:

Number 1: THIS GAME

The only nitpick I have is that helpers aren't helpful enough. Once you realise you can link multiplier tables with eachother, they start to become obsolete.

I don't think there ever was a decremental subgenre of incremental games.
It's likely that this game jam might be the beggining of it since there are couple of other games that try out a similar idea.

Probably this is top 10 in every catergory besides maybe story.
The only thing I could nitpick is that the blood splatter of the final shot remains on screen during the final text and also the first word of that is written "HIs" instead of "His". But all of this meaningless in the grand scheme of things.

Love the artstyle and the idea behind the gameplay. 

Most of the issues I have with the game are things that probably could have been of fixed if you had more time.
The game needs better visual feedback during the hunting scene (if you hit an animal it should show that it was hit) also the throwing controls should be changed.

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The game has the vibes of an unreleased Everhood game. Love the way the characters look, especially the dragon. Also I love that the shop menu looks like the cape of the shopkeeper.

The main issue I have with this game is the lack of difficulty/tension. The game  has the potential to become a tense strategy game where you have to weigh your every move. The current version doesn't have the incentives to make the player make risky decisions, it's always better to throw away your things since ultimately the only things you are losing is time since you have to do another run. Also, besides the less expensive loot there is nothing stopping you from grinding in a level untill you are strong enough to easily beat the following ones.
Maybe a fully realised idea of this game could have a limit to the amount of runs the player can make untill it's game over, or maybe it could have a debt system, where every couple of days you have to pay an ever increasing amount of money.

The gameplay is interesting and fun, but sometimes it's hard to tell what is going on.
The game needs better descriptions for what each ability does. For example orbital strike should state in it's description that you can only target enemies on the same line as you.
Also there shouldn't be abilities that are triggered automatically (such as explosion or fart). Even if the player can't choose their target, these abilities should still be required to have the player click in order to use them. (it's confusing to new players and also takes away from the game feel.)

Love the artstyle and the character designs. The gameplay enjoyable, but I think it does not give enough feedback to the player. The popcorn should have visually changed to show if it is stale or not. Also giving each customer a different expression based on how well you did would have been nice. Also also the tutorial at the begining is a bit hard to read, the text should have been bigger.

Amazing game that already feels like paid realease.

The only nitpicks I have are that you can't pick your target when you have 2 or more enemies in range of your atack and that the enemy hp and preview of how much damage you are going to do to them should be displayed in a more readable way.

The idea is super interesting, I just wished there was a tutorial on how everything workrs. Maybe it would have helped if whnever you cashed in a plate it would show above each toping how much score it gave you + a message that tells you what level of cooking the toping was at.

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Maybe you could have made the levels that are not intended to be played currently be locked inside various containers such as bottles or jars?

(I have never played the game in this image or know what it's about.)



Now onto the review:

The premise is fun, but I feel like the timers on your actions feel like they take away more from the game than they give in return.  At the very least you shouldn't have to wait 4 seconds in order to access a minigame. 
Also I adore the sprites and the sounds of the cat. 

Fun story and gameplay loop. I still feel like the gameplay loop needs a little bit more to it. 
After reading the coments I have seen that you are planning on remaking this game. Maybe in it you could add active items that give some sort of benefit. For example an item that allows you to push a static bomb one tile over.

Also, I am not sure if it's an oversight or if it's intended, but the cross bombs's explosions won't hit you if you sit on the same line as the bomb.

Bomby the Bomb is my favourite Sonic character

Once you learn the levels it can be quite fun to speedrun trough them.  Also I love the design of the main character and the final boss. (Though, I am confused wether or not you can beat it or if it's just an interactive cutscene.) 
The biggest issue is the way wall jumping works. For a short period after pressing the jump button you should not be allowed to cling onto walls. Also jumping off the ground while standing next to wall should not make you wall jump.

The only bug I encountered was a softlock in the second level. Jumping to the right off the tiny platform seen in the image gets you stuck.

 

I wasn't saying it was a bad decision to use projectiles instead of hitscans. Both can lead to fun gameplay if the game is designed propely around them. 

Playing this I idn't expect to get hit with the Void Stranger Mimic.  
This has to be the first game jam game I have ever seen that changes the Start button  after beating it once.
The only critique I could give is that the level with mimics and bombs was way harder than any other level. 

I feel like all of the mechanics introduced in this game would work greatly in a metroidvania / more open platformer (Especially the dash, you could make an entire game just with that ability). I was not able to finish it since the last level lags like crazy. (I have only played the browser version so that might only be an issue there). Love the artstyle and the story at the begining.  


Some small nitpicks :
Taking damage should give more feedback.  
Half solid platforms should have a different color than normal ground so they don't get confused with it. (The firs time I played the second level I didn't realise there was a half-solid platform so you could reach the fire ability).

Loved the gameplay, despite geting stuck a couple of times due to not understanfding the controls.

 I felt like my brain expanded when I realised that there are certain platforms unaffectedby the electricity.

The game is fun and difficult. I love the artstyle and the effects when using your abilities. The platforming is smooth for the most part, the only part that was kind clunky was the beginning of the last level since it was hard to reach the platforms even with a double jump. Also the float ability got little to no use.

Minit, but a RPG is an interesting concept. My only complaint is that the game doesn't tell you you can wall jump. I got stuck for a while untill I realised I could wall jump over the door in the castle so I could get the running shoes.

Love the concept and the execution is not too bad. I just wished the hitboxes were a bit bigger. Sometimes shots that felt like they would hit, just don't. Interesting decision to make the revolver shoot projectiles, instead of using hitscans.

This game NEEDS an in game tutorial. I played through an entire run without realising that there is an upgrade shop. Even after I found it I still don't get exactly what you are supposed to do in order to make money.
If you are ever going to try this game idea again, you could allow the player to change the positions of the pegs?

There was an attempt to limit the autoclicker, but it seems it didn't work. 

Also about the point requirement, I wanted to make each downgrade feel impactful and thought having a high initial point requirement would highlight that, but it seems  I might have gone overboard with it.

It looks incredibly well polished for a game jam game. The main mechanic is interesting. (Latching onto another soul and hiting the right click attack to be able quickly posses it felt realy satisfying) 
Sadly I got stuck at stage 5. A couple of times I thought I reached the end of the level, but for some reason it didn't register. From level 4 it felt like the difficulty got way too high.

Also, the game is just too dark to see anything and it's easy to get dissoriented.

I hope you are able to take this idea and polish it into an amazing experience.

Creative idea that has potential to be developped into a whole game.

Issues:
Putting 2 ropes too close together can make the game not know which rope to put you on. 
The rope controls are creative,  but also feel a little janky.
Level 5 is way harder than the following 2 levels.
Ropes and broken rocks should not remain affected by the current generation if you die with it, having to restart the whole level just because you misplaced a rope is anoying.

The music, the setting, the writing  are all fenomenal. I know that it's probably the point of the game, but getting rid of the trash is SO CLUNKY. Also I got softlocked in a corner behind a streetlight.

Sorry about that.

Love the character designs and the way the main character feels to play (more speciffically the controls feel responsive and the way the main character maintains momentum when jumping is fun).
There are a couple of bugs I've encountered:

1. When pausing or in the game over menu items and enemies appear on the foreground
2. Pressing retry doesn't reset the score or the rate at which you recieve poison damage

On the topic of poison damage, I wish it didn't scale as agressivelly, since it quickly becomes unsurvivable. Or maybe the enemy spawn rate could have increased so you could get more Pink Monsters.

Funny game. Wish there was more dialogue during the negative point section. Also it is a little anoying that the game won't progress untill you close the textbox, but I think that might have been intentional.

(I was not able to complete the game, so there might be information I don't have)

Love the artstyle and the humor, however it seems like one of those games that in order to win you have to get lucky. I think the game would benefit if there was less RNG involved.
Maybe each interactable could have a timer next to it to show exactly how much time it takes untill you die. 

Angry Birds Go! 2 

Simple, but fun gameplay. I love the intro cutscene and the tutorial (and the UI in general)

The biggest issue is visibility: Most interactables are either too small to see or blend into the road. Also the boost stoplight should have been closer to the player character since it's a little annoying having to constantly look away from the road to see wether or not you can boost.

Super Fly Boy featuring water bending humans.

Love the intro and the movement and levels are good.

The only real issue is that you can't skip the end of level replays.

Simple, but the gameplay is fun and pollished. Love that you can see how close each enemy is from dying (besides the hourglass?).

It's a little anoying how similar time pickups look to the bullets. Also the item pick up range is quite unforgiving. It should be shown when an upgrade is maxed out.

Fun concept and great art. I love the element of strategy in picking which minigame to set to each number. 
Issues:
The mirror minigame being the same no matter what number you pick for it. (That might be intentional, but I feel like it needed to be communicated better that the minigame doesn't change in difficulty based on the number).
The text explaining each minigame should remain on screen for a bit longer. 
Finally there should be a better telegraph to show you how much time you have on picking a repeating minigame.

The game has a lot of personality in it's art and writing.
The main issues are that the gameplay is quite repetitive and getting blood is a bit janky.  Maybe after breaking certain walls new units would be unlocked?

Love the idea, the music and the art. 

I wish there would have been a way that this idea could have been executed without it being so hard to get into. 

The game should have had a tutorial though.

The intent with the initial 20 points was a tutorial, showing you the point of the game is to lower the score and lower the upgrades.
About the the clicking, I should have toned down the scores. Sorry for your wrist.

Incredibly well polished game. The only issue is the balance. If you can get past the first area you most likely already have gotten an insane build. Also powers seem quite useless.
Bugs: The game just freezed when going down the stairs in the third area.

Love the character writing and the art. I hope you do more with these characters. 

My only issues are that the ending probably needed a bit more context to feel impactful and that the controls are a little bit weird.

Everyone is probably going to mention the insane premise when talking about this game's creativity, but can we talk about the fact that it uses water as a spring in the last stage? How do you come up with this?

This game has an amazing RECIPE for a puzzle game. Also I adore the way you navigate the  "Menus".