This is an amazing demo. It very clearly and concisely shows off how the game plays and what it does. The introduction of new gimmicks is done very well in the nine levels available to play, and the gameplay is just overall very fun. I also love how the camera bends to look as if it were on an old TV screen. This is just a very nice mix of difficult puzzling and difficult platforming, and I love it.
JoshuahCool
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This game is really nice to play. I enjoy watching all my cats run around and would love to maybe see more places to have my cats at or more thing to do with the unlocked cats. I did very much enjoy my experience.
I also found a bug that I will try to explain to the best of my ability. If you go to any upgrade in the shop and hit purchase, you can continue to hit purchase at that same moment and infinitely upgrade for free.
This is game that I don't think I have seen anywhere before. The gameplay (while simple) is very original and entertaining. I do think it could benefit from some sort of tutorial, but it's simple enough to get the hang of. And a quality-of-life thing: the camera should start more zoomed out. It won't really affect gameplay, but it would be nicer for the players.
I actually played this a bit ago but forgot to leave a comment. I do like where it's at. The combat and movement are not perfect, but I can respect that as it is a demo. I like the clear direction and just how much can be done with the idea, especially since they're all chess pieces. One thing I would say is that enemies can land on the player and the player can land on (at least some) enemies. This makes for some weird interactions in game.
Thanks for the feedback! Not trying to say that you're wrong, and I do believe all these problems did occur, but I feel some of them might have been just because you didn't play on a Windows device. I'm not 100% sure how that would factor in, but most of the problems you're explaining have never come up for me once.
In the team select menu, I have found that when playing on anything but windows, it's very buggy and I'm not sure why. I do have a feature in place allowing you to click on another character if you select the wrong one, but I like the idea of deselecting them altogether.
When in combat, you're supposed to press the buttons at the bottom of the screen to attack, so no mouse and keyboard are required, and I'm not sure about the error that occurred. If it would not be too much trouble, do you think you could try to replicate it or at least tell me what was going on when it happened? Again, the inability to fight might also be the same thing that messed up the team select hitboxes.
I would like if you could review my game if that would not be too difficult
Block-Drop Battle Realm 0.2.1 by JoshuahCool for Game Demo Jam I ($100+ in Prizes) - itch.io
Very difficult to play but looks and sounds really nice. The only comment I have is that the movement physics are a bit wonky. Sometimes I'll slide, sometimes I won't, and sometimes I clip through parts of walls. I do think the theme should be released on streaming services because I would definitely listen to it.
I played it again, and this time (with the instructions) I was actually able to make it to the end.
The idea is great and it was done very well! Through my entire run, I did feel presence watching me, and that was made even better by the clicking. The clicks speeding up and slowing down depending on distance is great from both an atmosphere standpoint and a gameplay standpoint, and I think may be one of the best parts of the whole game.
The only thing I would say is that the player has to be very close to the small eye, and until it goes away, there is no real indicator that you're doing the right thing. If you were to make any changes, I would say make the distance you have to be from the small eyes a bit larger and make them shrink as they are looked at (to help let people know that's how to get rid of them).
All in all, fun experience, and I understand the text that shows at the begging now.
This felt less like a demo, and more like an empty board where I could run around. There is absolutely nothing to do but move while waiting for the timer to hit zero, and it doesn't tell you what a good hiding spot is in any way. Despite that, when the timer did hit zero and it played the "I see you" sound, I did get a little spooked. I think this could have been so great if the timer was shorter, movement was better, and instead of just flinging you, maybe the creature could actually chase you and you could use the collected bullets to fight back.
Right off the bat, I could hardly read the introduction cutscene with the time given. From what I was able to read, it looked so fun! Instead of it going automatically, just let the player click through so that they can really enjoy it and get the full story. Once in the game, I was never able to reach the end. The idea of a labyrinth could work, but it needs to be done better. As of right now, players just have to go out and keep a mental map in their head of where everything is, and that's very difficult. Maybe having something that you can place down and light, allowing you to come back and replenish without losing everything. It would not stay forever, so you have to eventually get back to work. Just anything that would make it a bit less punishing to not know where you're going.
This game looks amazing all around. It's also got great music. When playing the game, I immediately looked at the handbook, so I knew all the controls, but I don't think all players would do that, so having something in the world that could teach you would be nice. Also, when destroying any of the destructible obstacles, the debris left behind would not go away, leaving the spaces to feal very cluttered.
I am not the greatest at racing games, and this one is difficult. I think something (even if a setting that can be turned on and off) that can make the game a bit easier would make it more accessible. It's also really hard to see when turning the camera at all. I think saving the blur effects for when the player is going really fast would allow people to really be able to tell what's going on. Beside those things, I LOVE the map design. It's just so pleasing to look at all the time. Sadly, I was unable to see all of it because I get sent to the beginning whenever I fall. I think this is very promising for an early demo. I also like the racing music. It is a nice contrast from the high action pieces in most other racing games.
There is really just not much to this game. I think the game would be so much better if the camera was zoomed out a lot. The camera is so zoomed in, combined with the very high movement speed, making it difficult to ever tell what is going on. This makes it hard to spot candles, fuel, and even the home base when you are ready to end the day. The candles also frequently spawn inside of trees, making them impossible to collect.
I was originally not going to play because I did not really feel like downloading, but it seemed too interesting. For how silly of a game this is, I did get a few scares during the escape sequence at the end. The only actual problem that I had with the game was the fact that I just never knew where to go. When I did know what I was doing, it was great.
I really like the way the game looks. It's a little choppy (possibly by design), but it has its charms. Very reminiscent of an old Scratch project. The only thing I could really say about it is that while there are four levels, there are only actually two, as the third and fourth are just reskins of one and two. It doesn't seem as if it would have been too difficult to make two more.

