This is a super nice, fun and simple game. I enjoy it immensely. I thought it was very easy to understand and that made it just that much better.
Leon the Artist
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I didn’t understand what I was supposed to do. Sometimes I would repeat the level like 3 times, and sometimes I wouldn’t even finish the level and move on. It looked and sounded nice, the controls were solid.
I enjoyed this a lot. I’m a music person, so that’s what I notice immediately and it was quite nice. I also thought the mechanics were simple enough, but the challenge was the right amount to keep it from being boring. solid, solid game.
I like that you call it hot garbage lol! Only real feedback I have is this:
- Visuals are actually really cool for a futuristic racer.
- The fuel could actually disappear or destroy when collecting after giving you the bonus.
- The actual bonus could be bigger, lol. I didn’t miss a single one and still died eventually.
- Mix up the drop timing.
- An interesting thing you could do is to have those mountains in the bg actually be level hazards. and if you could swing it, adding in curves like the old snes mario kart.
- The way you can avoid having to tell people you made the game in a day, is to call it a prototype. I’m not sure why, it’s just a psychological thing, but we expect prototypes to be broken. lol.
Otherwise it’s been a good experience. maybe you could make it a mobile game.
Overall pretty solid platformer, perhaps a few tweaks on the momentum however, I kept sliding off of things, and then when anticipating sliding off of things, falling on the close side instead. Sound and feedback were good. You can get softlocked in level 2, and I accidentally found a bug I couldn’t replicate in level 1.
Concept is great. Dimension hopping is a super idea, the execution of it with the control scheme is the only problem. There’s not enough time or enough telegraphing of where you’ll be. Perhaps if you’re highlighting the next color, you could have those show up as a semi transparent image.
there were only 3 right? I think the best one was the ‘kingdom hearts/final fantasy rpg’ sounding one that plays while you’re getting the milk, especially because it has the silly meow like synth but still sounds like oh snap this is a boss.
You asked me about the audio. I think it gives a sort of unsettling vibe, considering the bad guy will come if you don’t collect all the milk, it’s doing it’s job. The thing I’d recommend is simply making what you think sounds good, and then looking to make that as good as possible. When I do music, and even when I did the song for my game, I make it. then I look at it to see what’s not right, just like with code, and after I make the changes it normally sounds better. In the case with FlusterCluck! I made that music over the course of an entire workday, and still ended up adding more and taking things out the next day.
I liked it, the only issue I had was when there’s only one letter left, unless you get lucky in anticipating where the letter will appear, you could be stuck chasing it for a long time. I enjoyed the word game aspect, the grid style movement my game has that too! and the audio fit the game perfectly. Please consider checking out FlusterCluck!