what does "a more consistent concept" even mean?
guydoesthings
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for a sec i tought this was gonna be like a meme project where it was "hehe kick the guys off the building"
then i noticed the fact that you could hit them into the black square (i would personally have made a shitty quick blender model or stole a PNG from somewhere to put on there instead also i would have made this endless like basically everything with an ending here but that's just me
(anyways this game has the vibe of a weird vibingleaf video execpt it's a shitpost)
my fav part is when kicky said "it's kickin' time" and kicked all the bad guys
page broke on my laptop (game was weirdly off center and offscreen, but still fit if i scrolled)
idk if this would be better as an actual endless runner because 1 hour means no time to make level "modules"
also the slam is weird as in if you use it outside of like the slam parts it kills you despite not having touched the red (is probably intentional but let me spam slam after every jump)
only gameplay issue is that it seems that you enter the jumping state by pressing instead of holding (aka if you just land you can't jump) could be solved by making that state be triggered by holding or an input buffer
// decrease jump buffer every frame if (jumpPressed)jumpBuffer = jumpBufferTime; if (OnFloor() and jumpBuffer > 0) jump();
also the buildings look kinda bad compared to the player
the song was good, but you forgot to make it loop :(
the mechanics are fun as having to step on the windows puts you on your toes because you're gonna have to run towards them constantly and avoid the enemies before they get out of hand,
the enemies spawning out of thin air is kinda lame since they can spawn incredibly close to you (which is fine for 3 hours), putting a little spawn animation before they become active would be good if you don't wanna spawn them offscreen, overall this has potential
anyways the antivirus you play as in this game is kinda trash, malwarebytes would have cleared this virus 0 diff
i know it's 3 hours but
i'd like to have like a "hot-cold" way of checking if near for a star, because as what you said there is a .4% chance of finding the star, the combat is fine as it is and only real thing it could have improved is having the enemies flash when hit, overall it's fun but gets boring quick after you realize "oh god why is it so low, and why are there no indicators??"
also sound can't propagate in the vacumm of space so they didn't have to use a device to stop sound. which is kinda physically inaccurate 0/10
was a fun "wow this is fun puzzle to do when bored once"
only real issues i had is that for some reason my mouse the object randomly, also the fact you need to hit the black to make precise turns (which you really don't want most of the time unlees you touched it accidentally, but maybe that's because i fucked it up by playing M-1000 scout in deep rock galactic
we should do this in real life 10/10 GOTY
anyways the artstyle of the main sprites reminded me of antonblast
altough i feel like being able to click the meteors distracted a bit from the billionares but i was being the stupid:tm:
also billionares should cost less meter because i wanna send more of them into space at once
wdym "more" devtime?
anyways the player is too slow, to the point where getting from the shop to the tree is a chore, plus i found a bug where if the birds grab a turret you're using and take it away you're basically locked forever + this also happens if you fall off + ratio
anyways i respect the courage of making your main mechanic STACKING physics objects without a killplane or something
PEAKBOT - And The Evil GOAT
the only issues that i had were minor screen crunch
interact being the same as shoot meaning i had to read the "take his laser away" log again when i wanted to exit,
the controls being kind of weird (i got used to them)
also a minor technical issue of the window being TINY on my 1080p display but i forced it to fullscreen with ALT+Enter
this game has the jankiest jump i have ever experienced in any game
i could understand going for a castlevania/la mulana styled fixed arc becuase at the very least those let you have a bit of control on your arc,
i'm kinda giving you the benefit of the doubt if this was intentional or not because it's really weird that you have to release directional input before jumping and pressing it midair to have a smidge of control
feels nice, altough the earlygame drone escorts were kinda eh, also the area at the right at the start sticks out like a sore thumb because it actually has assets, but it isn't finished so who cares
also the hook feels kinda wack before you get used to it, if it was me i would make it replenish your jumps
incredibly polished and nice looking,
altough i got stuck after unlocking the dash, i even found a sequence break
(i didn't progress because idk if i really should, where in some sloped room in the forest you can position yourself just right to throw a spear and dash towards it), it lets you bypass a lock
i liked the swap mechanic, despite having screwed myself by accidentally finding a debug item, i would really like to see the concept expanded, but upon killing this boss the game spawned a huge amount amount of "gibs?" and froze the game, oops, all gibs