THIS GAME IS GENUIONNELY HILLARIOUIS I WAS LAUGHING MY ASS OFF THE ENTIRE TIME ON THE VC
Raya
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The intro cutscene was really funny lmao. For some reason I expected this to be a horror game until I saw that. The shooting felt fun and the mechanics were cool. Although I didn't really get what the dad jokes were supposed to do, they didn't seem to do anything for me. The only criticism I can really give is that the quit button is really easy to accidentally press, I ended up accidentally quitting so many times, even on the last level once.
I LOVE the concept of downgrading your enemy but idk if it works well with the binding of isaac format. The curses themselves are really neat (I hated the anime one so I guess it does its job really well). Not a fan of the fact that player starts out with a super slow attack and it only goes downhill from there. I did enjoy my time with the game tho.
That was actually surprisingly fun! I'm so glad the controls actually feel like tetris and even tho I'm not usually a fan of 'fake tetris blocks' like the one or two blocks being used in tetris clones, I think it was fair enough to be added in this one. I know this might have been added in to prevent softlocks but I think it's really funny that you can clear lines in this game too. Also I'm glad crushing the guy doesn't actually crush him and he moves to the next available spot instead.
Might have been a little too short tho but that's such a nice feeling after having just reviewed two games that took me an hour each to beat. Some variety would've been nice tho. Maybe an endless mode where you're just trying to build as high as possible and the water starts increasing faster and faster.
That was pretty fun, I did enjoy it but there's a few things that I didn't like:
I think the biggest problem was the music. It's a complete tonal whiplash from the rest of the game. There's the destroyed city aesthetic outside but the music is your average platformer game music, I ended up just playing the hollow knight ost and that made the atmosphere feel better. I'm not saying you need christopher larkin levels of music, but just something that fits the theme more.
There's only two enemies and two bosses but I mean, that's completely fair for it being a game jam, it did feel kinda repetitive at times but it's impressive that it only felt 'kinda' repetitive. I do wish bert mother had attacks that required dash/double jump to dodge tho. The entire map design being done in the time frame is pretty crazy, especially for how big the map is and how well it connects.
The main thing that baffles me is how little the story was explored. From the video pitch, I thought finding out the lore about the box and the player feeling worse about their actions was going to be the main deal of the game, but there were only 3 npcs? And they don't even hate you? One of them even says "good luck!"???
I don't really have much to say about the controls because I was playing using the half-finished controller support (which worked surprisingly well)
The final mission essentially just being backtracking is really underwhelming, when the box guys said "you can return safely :)" I didn't think I would actually return safely. But I mean, again, game jam so that's fair.
This game is FIRE! The animations feel so squishy and attacking feels really satisfying. I love the jumping accounting for the invincibility frame and having that be used for actually dodging attacks. Just that one mechanic is so clever and can be used for so much.
I think the actual healthbar mechanic was kinda clever but it wasn't really utilised that well until the final boss, because in the beginning it feels more like just hitting attacks on purpose, poison felt like a mechanic that would've worked really well with this premise but the healing was very little so it didn't really matter. But tbh I enjoyed the fight more this way. The way it was used in the final boss was pretty cool tho, although it was kinda hard to tell if you're actually getting hit from the red ones.
I wasn't actually able to beat the final boss or listen to the audio (because I was playing during class and then class ended 👍) but I'll definitely update my review after I go home and finish the game.
Edit: nvm I give up idt I can beat it I suck😔
I'm ngl the controls feel really satisfying. Grappling, and especially flicking feels really intuitive, but the puzzles are kinda inconsistent which makes it really frustrating. I feel like there's a lot of potential but just the inconsistentness ruins the experience. Or maybe these types of games just aren't for me, idk/
SPOILERS
This was REALLY fun to figure out! All the puzzles made me feel so smart, especially the final one. But uh, I was playing on the windows build and there were 2 .exes. I think the one I played on didn't have the ending coded in yet (there was a blue box but it had no collision?) so it's kinda disappointing I don't get to know how it ends unless I replay the entire game.
I couldn't get past the squares. But I really like how the physics work. Gaining a boost based on your spin speed feels pretty satisfying. But a lot of the game feels like it's luck based. Kinda like pinball, but unlike pinball you're required to get good luck to progress. I might just be missing something about the controls tho idk.
oh my bad I thought it was intentional because it was just the exact size to trap the player. The soft lock in talking about is when you go left after ground pounding and then ground pound again.
That's fair. I haven't used scratch is a very long time but from what I remember, moving stuff around outside the stage boundaries sounds really hard.
Oh cool.
I think the art style looks really cool and the camera animations and the gravity physics all felt really satisfying. This still has pretty good potential. I think you can still keep adding features to this game until it eventually becomes a proper game, it doesn't need to be tied down to the game jam.
The tight platforming feels really good. Although it might be a little too tight in some cases. The lack of coyotejump makes it kinda annoying. I like how for some of the jumps there's a safe place to fall if you messed up and didn't press the jump button tho so it's all good. The level design was also pretty fun.
I think I had a bug which caused all of the buttons and walls to be rendered behind the decorations, so I couldn't even see where the switches and some of the walls were. It was pretty annoying. I ended up not being able to beat the game, giving up at the level with 11 jumps. But from the part I played, it was actually kinda fun.
Also come on you could have taken at least one second to look at what ai wrote about your game
The atmosphere the art and the music builds is REALLY nice. The gameplay itself is pretty simple but fun. At first I was kinda confused about why moving up and down work so differently (I'm still confused) but after getting used to it, that was the thing that sold the game to me. It gives it a pretty unique movement system.
That was a really silly game. But being goofy will not save you from my constructive criticisms.
First of all, a restart button would've probably been nice especially considering there's intentional softlocks.
I thought the way you introduced how the blue enemies work was really cool (also lmao you REALLY liked that animation it's like everywhere on the page) but it didn't really go anywhere because there were no more enemies.
I really love the vibe this game gives. It feels like a game on a retro console that was trying to create high quality graphics. The gameplay is simple but pretty fine. The autoscrolling aspect actually added to the gameplay. My favourite gimmick was the swapping platform one, mostly because of the visual in the background. But I did think it was kinda slow and there was a lot of waiting around in that level.









