Great Game! good fame feel and fun powers
Vitxer9
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I love the art , the sound effects match pretty well, and the voice acting is amazing . The use of the theme "overpowered" is well done, I like how it takes you "life energy" to summon that giant spirit.
But after the first part, the level design is very poor. And after a few rooms I reach a dead end.
Thank you so much for the review and for getting so far in the game! It's a shame that the grammar ends up being poor, english is not my primary language. I try to get better at it, but I sometimes end up using a translator. I'll try to revise the text and make all the adjustments I can.
The level design is also rough at times, and yeah, when you can't reach the rotating platforms, you have to leave and re-enter the room, which isn't ideal. I'll have to fix that, maybe by adding a lever on the floor to reset their position.
You can actually break arrows by attacking them, but it's fine if you missed it. That particular chest is meant as a hint that you can break arrows, and as a small reward for figuring it out. It's not necessary to advance, so it's fine.
I'll also nerf the bosses, and yeah, definitely placing the last save before so many cutscenes was a bad idea, lmao. I also plan to add a fast-forward option to cutscenes to make losing feel less sluggish.
This was super fun to play! At first, when I tried it with a keyboard, the camera felt inverted and too sensitive to me, but I'm glad there are plenty of options in the menu to adjust it to my liking. However, when I switched to a gamepad, the experience improved a lot. Playing with a gamepad makes everything feel much smoother and more responsive, including the camera.
I'm a fan of the SA games, and I love that this game tries to expand on Knuckles' levels and mechanics. The hints you can get in exchange for some rings are actually useful, and of course, I like the fact that the positions are randomizedit adds a lot of replayability.
Visually, the best aspect by far is the character animations. The squash and stretch effect is on point. The environment doesn't look bad, but I think it could use a bit more polish. At the end of the map, there's a tree texture that looks fine from far away, but up close, it looks off.
Overall, this was incredibly fun to play. The map feels like a big playground, and just running and jumping around is enjoyable. I hope you continue this project with more maps or even adding a time attack mode, that would be really cool.
The game is unclear from the first moment, the only things that I figured out to do was get the eraser to make the river move and make rocks fall in the cave, then I go to the castle, I get the invincibilty to smash the hazards. Ok, I made some progress, then I go into the castle I gow down a ramp and get softlocked. Weird, but ok I'll go to the main menu and give it one more chance. Oh, well turns out going back to the title doesn't work, each time I select "To title" or "resume" it sends me to the audio settings. Ok, I re-opened the game, made all over again, and still I don't have idea what to do or where am I or why am I doing this? What is the point of this adventure?! In the game page says ""Lore"" What Lore?? I can made up literally anything and that can be the "Lore", I don't know even what that untextured model of the player is supposed to be. The only things that I liked, was the respawn mechanic, when you get hurt by a hazard you respawn rapidly and with a nice effect, that's cool. And the erase words mechanic is interesting at first, but I found it unplayable right now. I suppose there are more puzzles but with so little indication and that softlock incident it makes me thinks it is just uncomplete, like the prototype of a prototype.
Ok, nice game, interesting concept! I played for almost an hour the mechanics are great. At first, it felt very punishing and unforgiving, but after understanding the mechanics better and getting into the game’s flow, it became a very enjoyable experience. I had to manage my resources carefully and build a deck that adapts to each situation, which made me think through every decision and every card I bought.
However, I didn’t like the tutorial much, mainly because the game explains all the mechanics at once through text, which was too overwhelming I forgot 90% of what it said. Luckily, once you start playing, it’s easy to figure things out with some trial and error.
The decision-making on how to spend your resources after each day whether to pay for food, bills, or rent,is a nice touch and adds depth to the game’s strategy. Overall, I found the gameplay loop enjoyable, though I would have liked more variety. I reached day 3 and stopped playing because I noticed there were no new enemies or mechanics, and the story didn’t seem to progress at the start of that day.
Also, the mechanic that lets you see enemy weaknesses is bugged, it kept showing me the same enemy type every round, even when I was fighting different enemies.
Visually, the enemy designs are fine, but the starting room doesn’t look great. The machine that shows enemy weaknesses, I’m not sure what it’s supposed to be. Also, at the bottom of the room, are those holes in the ground? Screens? It’s not very clear.
Regarding the story, it gives off a strong dystopian work environment vibe, another worker even mocks you on the second day, and the money you earn is barely enough to pay for food and bills. It successfully conveys a hostile atmosphere. However, as I mentioned, I didn’t play past day 3 because the story didn’t seem to progress, at least not at the start of that day. I’m not sure if you intend for the story to develop further or if the focus is mainly on the gameplay. If the story does progress, I feel the conflict should be introduced earlier or there should be an element that keeps me hooked. Right now, I start working at this dystopian company that belittles me and doesn’t care about me, but I quickly get used to it, and it just becomes the status quo. There’s nothing that makes me wonder what will happen next.
Overall, it was a fun experience! The visuals could be improved, and adding more variety to each day would help prevent the gameplay from feeling repetitive. Great premise, great job!
Thank you so much for your review, it was really useful to read it trough, I didn't know that the first boss was that hard, I guess I can make the attacks more telegraphed and lower the difficul in general, also sorry for the confusion on the level up screen It doesn't level up with currency "G" but with xp that is called "orgone", I need to communicate that better, and about the moveset, It increases with each defeated boss it's like "learning" from this new world, but still, I didn't communicate that and the game could just be seen as lacking in the moveset which could turn away new players.
Again, Thank you so much for such detailed review! It is really useful!
Ok, I played it for a while. It's entertaining to get stronger by upgrading your attributes and buying clones to do the job for you, that part is cool and pretty addictive. But honestly, this feels more like a clicker game where you can lose rather than a roguelike, despite being described as one on the game page.
There isn’t any randomness or adaptation to it, so once you figure it out, there’s nothing left to do. You could try other "builds," but it’s not really encouraged, and I don’t see much replay value in it. The start is very slow (like any clicker or idle game), but I don’t want to replay that slow part over and over again, it feels more like a chore. The first time you play, it’s fine. It’s fun and exciting, and you make progress like in any clicker game. But once you know how to beat it, there’s not much else to it.
It’s not even fast-paced. Once you hold down the button, you go back to level one, and you can spend 2-3 minutes or more doing nothing with the button held at 99%, just waiting until your clones can’t do the job alone anymore. Then you go to the upgrade page, upgrade, and repeat. The option to increase the enemy rate is nice since it speeds up progress, but still, at first, it’s addicting, but I wouldn’t replay it infinitely like other "roguelikes."
The audio and visuals are the bare minimum. They’re coherent, but there’s nothing flashy or noteworthy, just a little sound when you hit enemies, and that’s it.
The game can be fun for a while, but it lacks replay value. I wouldn’t call it a "roguelike."
I like the game. The presentation is good, the UI is functional, and the graphics are coherent,it looks good, even the cover does. In terms of gameplay, everything works as intended, but I think you could add some more juice. For example, when picking up money, there’s no sound effect, and that should be the most rewarding and satisfying sound in your game. Also, when building, there should be a sound. There’s a lot of room for improvement in that aspect. That said, you did a great job with the dynamic music,that’s awesome.
Now, about the difficulty. The first level felt really hard for me. It took me a while because all the enemies were coming through turtle beach, while the other side of the island just needed a few cannons, but on turtle beach? Oh boy, I needed all the cannons with several upgrades just to sink that giant ship that comes out of nowhere at the end. Maybe I’m just bad, but you might want to check the balance on that one. Usually, in these types of games, the first levels are like a walk in the park. On the other hand, the second level was really easy in comparison, I beat it on my first try.
The UI works, but I have some nitpicks. When placing a cannon, the UI showing the different types of cannons and structures covers almost half the screen, making it hard to see the range of a cannon and decide which one is the best option. Maybe making it smaller or transparent could help with that.
Also, when switching to the other side of the island, the zoom resets to a fixed value, so I constantly have to zoom out again and again. It should keep the same zoom level from the other side because, in this type of game, I always want the maximum amount of information available by having the camera zoomed out.
Those were my issues with the UI, but overall, it works well, and I know you can refine it further.
Lastly, the game felt a bit too vanilla to me. Of course, I only played the first three levels, so I don’t know if there are mechanics later on that shake things up. But from my first impression, the only unique mechanics that stand out are manually picking up money after defeating enemies and moving between different points on the island. These two mechanics together can actually feel a bit overwhelming because you can’t pick up money from areas you’re not focusing. I don’t know if that was intentional to make the game harder, but it definitely does.
Overall, it’s a very good game, it looks good, it’s functional, has variety, I'm sure you can refine it an build so much over it. But for now it’s missing something to hook me. Or maybe it’s just me for getting stuck on the first level for too long, who knows.
Alright, first, I like that the game has a little introduction with the story. However, the text disappears too fast, so I can't even read all of it.
Getting into the gameplay, I like that there’s a good amount of abilities and that the abilities menu lets you check the controls. The little video showing how each ability works is pretty neat and useful. However, the game feel is lacking in a lot of areas. When you hit enemies, there’s a very subtle animation indicating they got hit, but it’s too subtle. Try adding more juice to it, like making the enemy flash white (or another color) for a fraction of a second, adding screen shake, and other feedback effects. Overall, the game lacks impact and game-feel.
The controls are okay, and it even has gamepad support, which is great. The indicator for throwing the hat is useful. As for the level design, I don't think it’s bad. The game is short, but it makes good use of the wall jump, and the hat jump is useful in some situations. The rocks are well-placed, and I didn’t get lost. I also like the 3D background, it looks nice.
Visually, the game is pretty inconsistent. It’s clear that some assets come from an asset store or a pack, with the most obvious ones being the attack slashes and the water attack from the final boss. Oh, and the final screen after defeating the boss is the lamest thing I’ve seen in a while. At the very least, make the boss say something after being defeated before showing the "You Win" screen.
Overall, I had some fun with the metroidvania aspects, like the level design and the variety of abilities. That part was fun, but the game feels too clunky and unpolished. You can even easily jump over the bridge in the introduction when it falls, walk to the other side of the map, and fall into the void. I appreciate that there’s a story and some original art. I think the final boss looks great. If you’re planning to continue this project or work other similar, please focus on making the game feel nice to play first. There may be a lot of mechanics and cool ideas in your game, but if it feels this clunky and unpolished, it’s hard to take it seriously.
I like the concept of the game of thinking fast and identifying the enemy's weakness just by its visual appearance. That’s a great idea! I also like the tutorial, it’s very well done and explained. However, the explanation of the "Effect" attribute isn’t as intuitive as the shape or nature attributes, and it’s not as easily readable as the others.
The shape attribute is the easiest, it’s just matching the same shape, so there’s no rock-paper-scissors game there. Then, the elements require quicker thinking, like fire beats green, water beats fire, etc. It’s a bit trickier but still well-balanced. The "Effect," on the other hand, is much harder because it’s not very clear, and the explanation of why one beats another doesn’t make much sense to me. It feels significantly harder compared to the other two, making it somewhat unbalanced. Maybe making the "Effect" work like the shapes (just matching the same effect) could be a better approach. That alone would already be challenging enough, and compensate by making the "Shapes" a bit more complex by adding counters, like the "Nature" attribute.
Also, the block system sounds like a good idea, but I don’t really like how it’s implemented. Instead of actually thinking about the word and picking the correct letters, it ends being more like playing osu!—just click the circles as they appear. It’s perfectly doable, no thinking required. A way to improve it could be having a phrase or a word with missing letters, and you have to figure out the correct ones from a pool. If you select a wrong letter, you lose some time before picking the remaining ones. That way, it keeps the core gameplay of thinking fast and makes the word-completion mechanic feel more justified.
Overall, I really like the idea! The first time I played it, I was locked in because of the adrenaline from having so little time to think. As I said, there are some things that could be improved, but I think the game has a lot of potential for expansion. More levels with different gimmicks or mechanics, or even battles against multiple enemies where you try to optimize max damage, could be great additions.
Good gameplay idea, it has a lot of potential! :)
What genre do you think the game is?
It's a party game!
About the fun and difficulty,well, I played it alone, so I don’t know if multiplayer makes the game more forgiving or if there's a respawn mechanic or something like that. Playing solo is really, really hard. The power-ups don’t help much, and it’s also confusing to pick up items that don’t do anything right away while others do. To this moment, I still don’t know what the green sphere is for.
Also, I didn’t know that you could ONLY equip items after surviving for 30 seconds. They aren’t that useful in the first place, and when you use them, the icons don’t disappear, making things even more confusing.
The game is still in development, so these things could be fixed without much trouble. For example, after losing, you could have the option to change items whenever you want. As I said, they aren’t even that strong, so why not let players experiment? But the most important change is the balance, it’s very difficult and feels more like Flappy Bird because you lose with the smallest misstep.
The hazards are fine, but they all appear very fast at the same time right at the start. It would be better if, at first, hazards appeared one at a time with some breathing room, then gradually increased in frequency to ramp up the difficulty.
The game’s UI is clean, and the presentation really gives off a fun party game vibe, just pick it up and play. The effect of the fruit getting cut is also well done. The sound and music are amazing, I have no complaints there. They’re fun and satisfying, great work on the sound design!
I really think there’s a fun game here, it just needs some adjustments to make things clearer and less frustrating.
This is one of the most interesting concepts I've seen in a puzzle game. It definitely offers a lot of play and fun puzzles. The gimmicks in each level really spice things up and complement each other well. The graphics are simple, but the presentation, with that screen-bending shader and the effects are really well done.
The 3D levels add a LOT of complexity. Thankfully, the game provides plenty of options and assistance for navigating the 3D environment, like a free camera and that stuff. However, I personally found them quite difficult, as I often struggled just to locate myself in the 3D space. I prefer the simplicity of the 2D levels, which are much easier to understand without losing the game's core dynamic. That being said, the 3D levels aren't bad at all. I was impressed when I realized that such a great mechanic could also work in 3D, and the creativity in the puzzles was top notch. However, after the first few puzzles, the 3D sections slightly broke the pacing for me.
Overall, it's a pretty good game. The main mechanic is well executed, and the presentation is solid. I don’t play many puzzle games, but I had a great time with this one.
Fun game! The art is very trippy, and at the start is confusing with many things happening, but after that the game have interesting level design, the combat is fun, there is a lot of knockback and movement, and the overheat and recovering your sword are good mechanics that spice it up, but sometimes with many enemies at the same time they hit you one after another instantly that can be confusing or frustating, it would be cool some invicibility frames after being hit . The text on the bottom left of the screen helps you to know what to do that's very useful. And the music fits nice the game.