Fancy shadows. Looks like they have penumbras too, very neat.
ohno-nono
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I enjoyed this. It's good to see another engine-less entry. I think there is a lot of potential in doing a block game metroidvania. You should probably do some refinements on your character controller. eg. stair step down and step up is not nearly as smooth as in minecraft. But very solid work overall.
I absolutely love this game. The walk cycle is so stompy. I wish the grapple would convert more of your fall speed into horizontal velocity. Some of the jumps are pretty tricky. I fell down a few times before getting to the glide.
I really like the visuals. Although my browser struggled with your shaders. there was a big freeze when compiling them and occasional freezes and stutters throughout.
Visually super impressive. Fantastic animation. The mechanics themselves are interesting, but something about the whole experience feels very unsatisfying. It just might be because of how zoomed out it is. It's probably easily fixable with more time. I enjoyed it overall.
I will update this review if I have time at the end. I want to play more of the games that still need to get over the median.
Great demo. I enjoyed it a lot. I love the visuals. Great character and generally effective animation.
I do think the ranged enemies are a bit tough. The movement supports bullet helly gameplay well. It might just be that the game is too short to build up that skill enough in players.
There are a few minor issues that you already know about probably. The spammable air attack trivializes the combat. Spamming roll and attack on the ground breaks the character controller sometimes. You can respawn inside the moving pillars in the central column area. Not really a problem since you have save load. The boss is a bit rough and very exploitable.
I generally enjoyed this. I like the character. The level generally works well with your mechanics. The movement itself is flawed.
It looks like your airborn and grounded states are completely identical which looks and feels quite bad. Even raising the aerial max speed by some small amount will probably make jumping feel a lot better.
There isn't any kind of momentum or acceleration in the game. That's appropriate for a lot of platformers but I don't see it ever working for a wallrun centric game like this. You really need to track player velocity persistently to make the wallrun<->airborn transitions feel natural.
I would focus on figuring out the basic physics of the game over adding more moves, animations, making levels, etc.
I wouldn't worry too much about the transition conditions (like what direction do I have to move in to trigger the wallrun vs climbing) Those are generally safe to change without having to replay/touch up every level.
What's here is definitely competent. I like the general layout and mechanics. The towers seem pretty versatile. I like how you used one of them as a boost to help you clear a jump.
Visually everything looks to be placeholder, which is fine. I like how the wheel turns into a thruster when you jump. Some procedural lean could probably make the basic movement feel a lot better with very little effort.
Fantastic. You get so much value out of that single powerup. The game was pretty hard for me. But because the orange orbs can substitute for skill, it just meant trying a different route and coming back later.
SPOILERS:
I unlocked the last blue orb I think but then I jumped to a ledge with a flower and got softlocked in a respawn point somehow. There is a red arrow on the screen where I'm softlocked. I don't know if I'm actually supposed to be here.
I will probably replay this at some point since I didn't see whats behind the blue orb pentagon thingy. And I want to know what the green orbs are about.
Also I loved the fake out in the dark corridor.
This game looks great but it's quite janky. The pointer relative control scheme felt very alien which is not necessarily a bad thing. But it seems to be a bit broken because the slime doesn't actually look at the pointer most of the time.
I enjoyed the story and dialog. If you develop this further you should probably make the dialog boxes larger. I also accidentally skipped through a bunch of them and I had to restart.
You should check if your keyboard can actually detect those keys pressed in combination. https://drakeirving.github.io/MultiKeyDisplay/
I enjoyed this game. I didn't know I was playing a shooter so finding the rifle was a great moment of revenge. I did not immediately find the gravity orb. I somehow missed the wall opening up.
I like the visuals overall. The sprites are fun. I like the little dragon dude a lot. The level is very basic but successful I think. I think the weak point is probably the camera. A fixed camera would have been more effective.
The game seems to be running about 4 times too fast. I couldn't read the power up description. I like the music though.
EDIT: I was able to get past the second level by mashing the spacebar with both hands. (I have a high refresh rate monitor that's probably why it's breaking) I'm sure there is a great game in there. It seems interesting, it just doesn't work for me.
