Firefox or Chrome, both were unable. Same result with both, black box with a white bar across 80% or so of the screen.
Zflocco
Recent community posts
- Youtube Timestamped Link
- Graphics : Fine, bit mixed on the wojaks.
- Music / Sfx : Both fine.
- GUI : Fine.
- Gameplay : It's craps.
- Notes :
- The tutorial doesn't explain some things I feel, and what it does explain might not be sufficient or clear enough.
- Might be good to revise it, at least in spots.
- I have never played craps before this.
- I tried to learn how to play before playing this, I was confused before going in, and despite playing the tutorial and earnestly trying to understand it as best as I could, I still ended up rather confused.
- Despite it all, I somehow managed to end the game with a net positive.
- What's the payout of gold, I don't think this is explained anywhere, 100$ won = 1 gold?
- The tutorial doesn't explain some things I feel, and what it does explain might not be sufficient or clear enough.
As I'm not an experienced craps player, I can't say how this is for someone that is. I think what's here is a decent execution of a craps roguelike.
- Youtube Timestamped Link
- Graphics : Mixed, some things look fine, while other things look rather rough.
- Music / Sfx :
- Music : Fine
- SFX : Fine
- GUI : Ok, but could do with an improvement
- Gameplay : Not much here, you put down buildings and seemingly not much else.
- Notes :
- I got copyright claims on the music.
- It's a bit confusing if any of the things you place do much of anything, do the 'kibus' use the chairs and other stuff?
- A lot of the game is rather unclear or completely unexplained,
- There's some layering/graphical issues.
- I'm not sure what a furball is in this game as it's not described, I believe I saw one once and didn't collect it.
- What the heck does the robot do aside from being the 'bulldozer' for the demolish option?
- Honestly not a fan of how a lot of the 'kibus' look, it's uncanny.
Overall I can't say I much enjoyed this one, it's needing quite a bit of work.
- Youtube Timestamped Link
- Graphics : There's a lot of nice pixel art here.
- Music / Sfx : Both Fine mostly, SFX need balancing (combat hits)
- GUI : Fine, but very bus and can be a little confusing.
- Gameplay : Bit mixed.
- Notes :
- I do not like rubik's cubes.
- I somewhat liked this after getting a better idea of how to play it
- The tutorial in it's current form is either unfinished, or bugged out?
- Regardless it's not a particularly great tutorial, not much is explained in decent enough detail.
- Combat is extremely slow
- Why is the "play/pause" (I assume that is, seemed like it) a fast forward icon? , A fast forward option would be nice as well as play and pause.
- There's not much you can do for combat seemingly.
- 37:52 - I encounter what I assume is a bug and cannot progress and proceed to lose my run.
- I gave up here.
- The controls on the rubiks cube could do with some tweaks.
Overall I somewhat enjoyed this, but there were definitely issues and confusion that negatively affected my experience, the game seems decently put together and would be willing to give it a shot again in the future.
- Youtube Timestamped Link
- Graphics : Stylized
- Music / Sfx :
- Music Good
- SFX : Fine, but maybe change them?
- GUI : Fine
- Gameplay : It's a puzzle platformer
- Notes :
- The SFX while funny initially do get a bit tired / annoying.
Overall, I think this is alright without much room for improvement.
- Youtube Timestamped Link
- Graphics : Fine , not my cuppa
- Music / Sfx :
- Music : Surprisingly good
- SFX : Fine
- GUI : Fine
- Gameplay : It's ok
- Notes :
- I expected more of a Mario party thing
- I wasn't expecting a town management segment
- There should probably be a guider arrow option when trying to aim
- Some of the wording in the promotional material is strange. It's a casual game with one of the things stating 'assert dominance'.
- I only did this solo , didn't have anyone to do this with for co-op or vs.
Overall it's alright , but does feel like it could do with some improving.
- Youtube Timestamped Link
- Graphics : It's fine.
- Music / Sfx : Fine
- GUI : Works but text on the main menu and elsewheres need fixing, there's a weird amount of extra pixels on the text that looks sloppy.
- Resolution should be an option.
- Gameplay : It needs some tweaks, it feels very slow and stuff like the 'cakes' being unable to be damaged more than every full second or so.
- Notes :
- Cakes and I believe bosses feel really unrewarding to fight when you get better guns, especially faster fire rate ones like the Uzi as they all can't be damaged more than once every so often (1s or so?).
- Guns feel fairly weak across the board and generally pretty slow.
Overall it's fine and functional, but definitely needs tweaks to make it fun.
- Youtube Timestamped Link
- Graphics : Bit jank but functional.
- Music / Sfx :
- Music : Absent
- SFX : Fine
- GUI : Kinda not great, it's very busy and makes it hard to keep track of what's going on.
- Gameplay : It's a tower defense (with a lot of side stuff.)
- Notes :
- There's a lot of buildings that require a lot of micro, albeit you can upgrade a fair few.
- It takes a while to unlock a new tower
- The limited upgrades for diamonds is a bit poorly balanced.
- The buildings should be more spaced out with some roads between them, as it is it's very difficult to differentiate them and forget which is which.
- The rather obvious killbox is a little lazy of map design
Overall this is fine , could do with some tweaks and fixes though.
- Youtube Timestamped Link
- Graphics : Pretty primitive.
- Music / Sfx : Fine but could use tweaking.
- GUI : Fine but definitely could use an upgrade.
- Gameplay : Practically unplayable.
- Notes :
- The sensitivity for movement is overtuned and practically unplayable on KB+M or controller.
- The game is exceedingly slow, "145km/h" but we move at a brisk walking pace.
Overall this simply wasn't any fun and needs a lot of work.
- Youtube Timestamped Link
- Graphics : Fine
- Music / Sfx : Completely absent.
- GUI : Fine but could use a touch-up
- Gameplay : The demo is so limited there's hardly anything to go off.
- Notes :
- The demo is extremely limited
- Some specifics are a tad unclear, are the items spawning the 'oobles' , are they just spawning in regardless?
- Some adjoining unshockable areas like extra flower pots you can build a bridge to to expand the area could be nice.
I truly think this demo was far too restrictive , I think that this is probably fine but the amount of content is extremely limited and restrictive on what we can actually combine and the demo is worse off for it.
- Youtube Timestamped Link
- Graphics : Fine
- Music / Sfx :
- Music : Fine
- SFX : Seriously needs audio balancing, especially on the narration, it's harsh.
- GUI : Fine
- Gameplay : Weird , fun take on a puzzle platformer
- Notes :
- The robot is nice
- The controls are good
- I like the lighting.
- We couldn't repair the other robot (give cube), he just stares at us and we can do nothing.
- Honestly other than the narration being a bit harsh there's not much else I can critique.
I fully went into this expecting a rage game like QWOP or Getting over it but was pleasantly surprised that it's not, and actually controls quite well.
- Youtube Timestamped Link
- Graphics : Fine , although some things don't like quite right (rock monster namely)
- Music / Sfx : Fine
- GUI : Fine
- Gameplay : Ok-ish
- The very slippery nature of the spacecraft doesn't feel all that great.
- Compared to most other Sidescroll Schmups this is against the grain.
- The very slippery nature of the spacecraft doesn't feel all that great.
- Notes :
- I like that there's meta-progression.
- The meta-progression feels mandatory.
- The cost of upgrades are quite expensive and some of them seem rather lackluster.
Overall I'm a bit mixed on this one.
- Youtube Timestamped Link
- Graphics : What's actually textured and modeled are generally fine, rather obviously the game is in a prototype stage so I don't want to critique something that's knowingly going to be changed.
- Music / Sfx : Needs some tweaks here or there , sfx might need some changes in the actual sounds.
- GUI : Fine
- Gameplay :
- Actually pretty fun , I'm not big on MGS but I like this despite it's some of it's current jank
- Notes
- Colonel , they heard the clap of my Shai-Lahud and they sent the Sandboarders after me.
- I like the fact you can actually hook onto the worms for a speed boost.
- I like the idea that some maps might actually be quite large , feels nice with the sandboard.
- Sandboarding.
- I like that there's ships in the sky.
I'm looking forward to watching how this turns out, what's here is already quite good.
- Youtube Timestamped Link
- Graphics : Very Basic
- Music / Sfx : Not very good, needs some balancing.
- GUI : Basic, could definitely use a touch up.
- Gameplay : Extremely slow / laggy due to poor performance.
- Notes :
- Performance is wretched
- Any potential to be had is hampered by the performance.
- No auto-fire on 3/4 guns kinda sucks.
- Driving could use tweaking to feel better (some of it is likely performance issues)
- What's affecting weapon "upgrades" going from a shotgun into laser or either into a standard machinegun can suck, there should be a clear way of determining what the pick-up is, or just a flat starter gun > machine gun > shotgun > laser > laser machinegun > laser shotgun
- Kind of like the old NES game Jackal.
The premise here isn't terrible, it's been done for years but the way this is in it's current state makes it hard to enjoy right now.
- Youtube Timestamped Link
- Graphics : Fine
- Music / Sfx : Fine
- GUI : Generally fine, some things are needing fixes like the volume sliders.
- Gameplay : It's a platformer combined with tetris per the tin.
- Notes :
- Maybe a 'random' mode where the blocks are randomly launched to the left and you need to try to go as far/survive as long as you can.
- I wasn't expecting this to have co-op , unfortunately was unable to test that.
- The bar at the very top should probably be tweaked.
- I like the fact that the camera actually pans down to watch your dude fall, rather than just staying stationary a la Mario.
Overall I think it's a fine concept and execution, while not something I'm going to spend hours on I can definitely see folks chasing high scores.
- Youtube Timestamped Link
- Graphics : Fine
- Music / Sfx : Fine , more variety would be nice.
- GUI : Ok but could do with a touch-up.
- Absolutely lacking options for volume or video settings like res and window type.
- Gameplay : It's Jenga
- Notes :
- You can select more than one block at once, I'm fairly certain this is a glitch.
- You can "select" a block that you in fact didn't.
- Blocks can carry over into the next round and sabotage you.
- The upgrades are a bit lacking.
- Controls are nearly broken, it's very nearly unplayable, especially on controller. (Thing are faaar too sensitive.)
Overall it's alright, but definitely needs some fixing.
- Youtube Timestamped Link
- Graphics : Fine
- Music / Sfx : Fine
- GUI : Needs video options for res and window type, otherwise fine.
- Gameplay : It's basically an "I Spy" game.
- Notes :
- Some things are hidden quite well, but also are incredibly small.
- Some things aren't obvious if they're meant to be clicked.
- 'Time Trial' should be an option, not the only one and the default.
- This feels like a casual game and this goes against that.
- Items should have some randomization to them.
- Have some turn on or off, or change their placement entirely.
Overall I think it's ok but it does come off as a bit of a mobile game (or flash game), and the lack of randomized elements and the timer turns it more into a game of memorization.
- Youtube Timestamped Link
- Graphics : Good.
- Music / Sfx :
- Music : Generally fine, it takes it a hot minute to start.
- SFX : Generally fine.
- GUI : Generally fine
- Should add more options for window resolution and type (FS/FSW/Windowed)
- Gameplay : Puzzle Platformer, no complaints here.
- Notes :
- I like the color palette used here for some things.
- Might be reading too much into it but I like the potential implication of some of the story.
- I like the art style.
- I appreciate that while the game has a system similar to the old harry potter spellcasting trace puzzles, there is a very generous lenience on how strict you need to follow the path.
Overall, aside from a few nitpicks or some potential tweaks here or there, I liked this.
- Youtube Timestamped Link
- Graphics : Stylized, personally mixed.
- Music / Sfx : Both are a little lacking.
- GUI : Not great, but functional.
- Settings should have resolution / window type
- Gameplay :
- It's a TD
- I like that there's multiple upgrades and a variety for towers
- Notes :
- Maybe an option for taking damage from your own turrets?
- Maybe player character upgrades : More bullets, faster shooting, faster movement speed, magnet
- I like the fine tuning that you can give turrets
- I like the potential combinations you can do with the upgrades.
Overall I thought this was surprisingly decent.
- Youtube Timestamped Link
- Graphics :
- Things are so dark and filtered I can barely make anything out most of the time.
- The 'children's show' bits are fine.
- Music / Sfx :
- Music : Absent (aside from certain things like the TV)
- SFX : Can be quite loud and really should be balanced better.
- GUI : Seemed fine albeit a little glitchy. (Resolution bugged out , couldn't scroll easily in the controls section.)
- The bottom left popup for control information disappeared too quickly IMO as I missed it.
- Gameplay :
- Not particularly good from my experience.
- Notes :
- Optimization is sorely needed.
- I feel like the beginning of the game takes far too long
- No mouse control to choose the colors on the TV feels unintuitive.
- I understand that it's a horror game, but I should be able to see something, in many instances I was basically unable to see a wall in front of me despite having a flashlight.
- The idea that there might be different things happening every night and even having upgrades to better curtail monster shenanigans is appealing, somewhat like a Freddy's but first person.
- My first death was due to me misunderstanding what happened, I thought the TV ghost 'locked' me in place so I simply accepted fate.
- My second death and the point where I stopped was me looking at the TV and trying to get it so I could input a color, this death felt cheap.
- Closing the door and hiding from the TV ghost doesn't seem to be a thing , unlike most other horror games.
- Closing the door seems to glitch it out and it just gets stuck at the door.
- Per the 'don't shine a flashlight' at the monsters thing I remember seeing somewhere, I assume I was supposed to walk past the thing at the bottom of the stairs without my flashlight on , but most horror games this is a pretty terrible idea.
- I sincerely thought that the TV ghost was in fact a coat as it's lack of movement and the inability to see all too well due to the graphics of the game made it seem less of a threat and more of an object.
- The audio loop on the TV ghost glitches out, has an obvious start/stop and is honestly kind of obnoxious (More so than scary).
- I would've liked to have seen some more of the other monsters or weird TV stuff.
As it is, I didn't enjoy this much at all. I think there's some effort put in here as some aspects that I saw in my short time with it seemed to have had time and thought put into them, but as it is right now, especially with the performance and hard to see visuals makes it unenjoyable.
- Youtube Timestamped Link
- Graphics : Fine but some things definitely need a touch up, like animations.
- Music / Sfx :
- Music : Fine, more variety would be nice.
- SFX : Bit lacking in some spots (Engineer's flammenwerfer sounds weak.)
- GUI : Fine
- Gameplay :
- Fine
- Feels like some things need tweaks / balancing , maybe increasing players damage or lowering some HPs on enemies.
- Notes :
- I exclusively used the engineer so all feedback is with that in mind.
- I played this entirely solo.
- I like that there's some meta-progression stuffs , namely the skill tree.
- Encountered a glitch where my kritter's head was bobbing around as if he was attacking / being attacked.
- Some different abilities you can unlock and swap in unique per class would be nice, (E.G. let the engineer repair stuffs.)
- The circular "Y" ability the engineer gets feels weak.
- The Turrets feel like they need upgrades.
- Are some of the values based on you having 2+ people, or are they scaling with people?
- Do we get more defense spots, aside from just a wall and a single trap in front of said wall?
- The unlock tree?
- Mark is very...talkative
Overall I did somewhat enjoy this but I do think it needs some tweaks.
- Youtube Timestamped Link
- Graphics : Basic but fine.
- Music / Sfx :
- Music : Fine
- SFX : Somewhat lacking. (E.G. there's no shooting SFX or 'drawing' sounds when you're placing your line, but this might've been for the better.)
- GUI : Fine
- Gameplay :
- Fine but honestly a bit easy / slow feeling.
- Notes :
- Felt like this should've had controller support
- Felt like an old forgotten flash game from the early 2010s.
Overall I think this is fine and aside from some tweaks there probably isn't much more to do here.
- Youtube Timestamped Link
- Graphics : Fine , looks a bit flash-esque.
- Music / Sfx :
- Music : Fine
- SFX : Completely lacking
- GUI :
- Generally fine
- Gameplay : It's a puzzle game.
- Felt a bit basic, walk here do action, rinse & repeat
- Notes :
- I did standard mode so all feedback is based on that.
- There should probably be a 'skip level button'
- Maybe a 'hint' button / hints?
- Fullscreen windowed mode?
- Undo move is a nice option, but you can't use it if you run out of moves/ap as it auto-ends the turn.
- Maybe some more things to spice up abilities, unsure if there are but Ron having ramps to launch off could be neat.
- Can't comment on how the later sections or characters are due to my relatively brief playtime.
I'm not too sure how to feel about this one, I got stuck fairly early on and was surprised to see the "casual/cozy" puzzle game didn't have a hint or a skip level option.
- Youtube Timestamped Link
- Graphics : The menus , title, level all look pretty good but then we're just a little blob, the thumbnail you have for the game shows us as a green blob with an eye (but we're red).
- Music / Sfx : Completely absent
- GUI : Menu designs are well put together , but once in-game there's practically nothing to glean information off.
- Gameplay :
- Kind of infuriating , the 'echoes' spawn too close behind you and don't give you much room to react.
- The default game-speed is too high, should be reduced by 10-20%
- Having upgrades is nice, having to upgrade for a wall-jump (and even then only 1), isn't particularly great, especially when a majority of the levels feel like you need to do wall-jumping
- Notes :
- The game options were surprisingly detailed, screenshake slider as opposed to an on/off , game speed, etc
- The fact that there's a audio slider yet there isn't even rudimentary sfx or music is perplexing.
- I can only assume the web version is inherently inferior to the downloaded version.
Overall I didn't particularly care for this title and didn't really have fun. It needs some tweaks and desperately needs some music and SFX.
- Youtube Timestamped Link
- Graphics : Fine , I like most of the sprites.
- Music / Sfx :
- Music : Completely Absent
- SFX : Sufficient.
- GUI : Fine
- Gameplay :
- Unfair / Difficult in the beginning, very hard to get more than a small handful of souls / ghosts to upgrade with meaning you spend more time dying and looking at the associated post-death screens than actually playing.
- Upgrades feel too expensive combined with the above
- Game is already difficult enough, why are they (seemingly) invincible enemies?
- The massive speed buff from the "unleashed" state is more of a hazard as it becomes significantly harder to control and you still die in one hit. (I assume this is how you kill the hostile ghosts [blue/red])
- Default movement speed is far too slow.
- Notes :
- I'm not too familiar with PICO stuffs but I assume that there's not much more you can do with it as it's supposed to be "retro" limited on 'hardware' / capabilities.
- The upgrades felt fairly minimal despite their cost.
Overall while I think the idea of an old-school garlic-like is neat, the game as it is isn't particularly fun, mostly due to the slow movement speed and unfair difficulty.
1: I thought the trees didn't have the splotchy-pastel thing you have going for characters, but I think that's incorrect on reviewing the footage again? I liked how the forests and backgrounds looked in the cutscenes. [E.G. 1:27:19 or 1:09:49]
2 : I just think the edge / loudness should be reduced, it felt very loud compared to others sound. (I get headaches very easily and stuff like that easily do so.)
4 : Good to hear
8 : I didn't catch that , that was supposed to be part of the overall narrative. I thought it was you kind of showing anyone that naysayed you that they were wrong and that your project [this game] would be viable or worth doing.
I'm not sure where I point it out in the video but around 50:43 , if you look at the wall right below the large statue , there's a golden block and it's clipping under the wall, as well as the fact there's a wall there when there shouldn't be. The map seems kind of glitched or it's hand-made and is in need of a touch-up , e.g. two of the other golden blocks are not following a 'grid' and are off-centered.
1:22:25 - I'm fairly certain I encounter a visual bug here
- Youtube Timestamped Link
- Graphics : Fine to Amateurish , was an asset pack used?
- Music / Sfx : Both were fine
- GUI : Fine, does what's needed here.
- Gameplay : It's a pick your own adventure game ala Henry Stickmin but with some actual gameplay.
- The resolution options are a tad weird.
- Notes :
- I didn't play much of the game, only about 20 minutes but I think I got a good feel for the game and I think that the game while being somewhat similiar to other 'choose your story' games like "Henry Stickmin" , it having a more 'active' part to it (spells namely).
- It reminds me of another game I barely remember where you were the party's healer. (That was it, the entire game was you healing other people , might've been an idle game?)
- How many of the endings are actually in the demo?
While I didn't play very much of the game, I enjoyed what I had played. I'd like to finish the game post-jam and will likely do so as a separate video.
- Youtube Timestamped Link | 2nd Attempt - Read Notes.
- Graphics :
- Some of it is fine or good, while others are completely different and amateurish.
- Was an asset pack used and some art is a fill-in for what wasn't in the pack, or are some old art and are being slowly replaced?
- A good example is the little silk-worm buddy , the art he gets in the bottom left is well-done and cute, but once spawned in it looks like it's from an early 2010s flash game.
- Some of it is fine or good, while others are completely different and amateurish.
- Music / Sfx :
- Music : Most of it is fairly meh , the 'camp' area's song is nice though.
- SFX : Completely lacking in this regard on nearly everything, nothing sound 'punchy' , attacks sound wimpy ,
- GUI : Good.
- Gameplay : It's fine, it's functional but needs some fine tuning to be fun. Things are generally extremely easy, then suddenly you get hit for 1/3rd of your hp.
- Notes :
- The demo got stuck at 100% loading and never went anywhere , I had to install the steam version which ended up working.
- I liked the eyestalk boss design
- If you're doing solo and not co-op, the menu should pause the game, I got killed while trying to lower music volume!
- Seeing the giant weapon in front of our strange little 'umi' is a bit weird, maybe an option to scale it down at the least?
- Trying to manually aim while Auto-aim is on should allowed you to override it, as it is, I missed a few shots that I could've hit otherwise, this is greatly annoying.
Overall I must say I didn't particularly enjoy this, I think it needs some tweaks and more time to cook, but with what's here I think the potential for a good game is there and is nearly actualized.
- Youtube Timestamped Link
- Graphics : Fine-ish, I might be wrong but I think assets are store bought and are contributing to poor performance.
- Music / Sfx : Both seemed fine.
- GUI : Seemed fine, the circular stamina meter was different and kinda nice.
- Gameplay :
- The mouse movement felt incredibly floaty and has momentum, it doesn't feel good to look around at all.
- The ASWD movement is also pretty bad.
- The game overplays stuff flashing on the screen, the cutscenes, etc.
- Notes :
- The game's performance is truly awful and my 3080 wasn't happy with this.
- Graphics are kind of blown out, especially with the flashlight.
- The keycard device should have other ways of escaping it than hitting the 'exit' button.
- I think this particular screen was causing some side-issues.
- I got stuck on the cutscene showing the cathedral.
- The game didn't have any real build-up, and at no point did I feel like anything was even remotely 'spooky'.
Overall this is in an incredibly rough state and isn't fun to play at all.
- Youtube Timestamped Link
- Graphics : Fine
- Music / Sfx :
- Music : Non-existent, could really use some 'puzzler' music to fill in the background (or muzak).
- SFX : Fine
- GUI : Fine , but :
- Needs an option menu : Resolution, Window Type, etc.
- Needs a volume slider : Master / SFX / Music
- Gameplay :
- I somewhat enjoyed this, but I did have some confusion as to what perspective the rotating puzzle wanted , I also got stuck on the elevator puzzle as the hint wasn't clear enough. (Couple of hints were pretty vague, or solutions easy to miss)
- Notes :
- Needing to click outside of the map to clear the selected peg sucks, why not r-click?
- Maybe have somewhere how to pronounce the name?
Overall I did enjoy this one but think that some things could be a tad clearer, and there needs to be some music I feel.
- Youtube Timestamped Link
- Graphics : Not my cuppa tea, but it's stylized and relatively consistent.
- The trees and the fence might want to be redone to be more inline?
- Music / Sfx : Generally no complaints on either except for the 'live action' cutaways of yourself talking to [someone] , the VHS sound is extremely harsh on the ears.
- GUI : Fine , I assume a lot of this is stylized and is gonna be kept the way it is.
- Gameplay :
- The movement is extremely slippery , like our dude's on ice and covered in oil.
- The segments involving the rifle and walking around are much weaker/less enjoyable (and kind of jank) than the revolver segments.
- The revolver segments remind me of a few old flash games, and is a little bit like a first person "Last Stand".
- I'm not sure how "gamey" you're trying to make this, but wouldn't mind some upgrades or options, different guns, maybe an extra guy to help you shoot some zamboes.
- Notes :
- Unsure if it was an intentional thing or what but the game has a strangely long loading time?
- I imagine the cutaways about [you] talking about the game and trying to find people interested in it are not going to be in the full thing, it kind of takes away from the 'game'. [Is this going to be a "Developer Commentary" / Bonus option for new game +?]
- I never played your other game(s) so I'm unsure how much is your 'style' and is intentional vs 'needing' / wanting feedback on.
- The timer in the top right is VERY hard to pay attention to when everything else is going on, and I didn't even notice it being a thing until I got the revolver and felt like I had more time to relax/look around.
Overall I'm a little mixed on this one, but I am curious how this will end up and wouldn't mind checking out the full-release.
- Youtube Timestamped Link
- Graphics : Amateurish , yet some of the freaks you fight are kind of charming. (Fingle monster)
- Music / Sfx : Sound balancing is needed.
- Music : Near non-existent.
- SFX : I can only assume you made the majority of the sound effects yourself, they're certainly..something.
- GUI : Kinda not great.
- Fov / Mouse Sensitivity sliders should have numbers to help fine-tune.
- Equipping a weapon or gear shows a lot of information , but the overall 'equip' screen is lacking in names and shows a lot of white boxes
- Gameplay : Conflicted.
- Stopped playing when I got sent back to the tutorial area after hitting 'edit character'.
- The movement and jumping is fairly jank
- The quantity of enemies is a tad ridiculous.
- Flare gun seemed to just run out of ammo despite having only having used 1 round out of 15.
- Shotgun ammo should be increased (per pickup)
- Pistol felt fairly useless (accuracy is pretty bad), Shotgun felt like it was just about mandatory.
- ASWD to stop moving and 'ground pound' is awful, it should be bound to a hotkey, CTRL , ALT , something else that's easier to do.
- Notes :
- Is this meant to be taken seriously, it feels like a shitpost?
- I request that the weird large finger monster be named "Finglers"
- Why are we fighting evil vomiting horses?
- Considering the sheer volume of monsters, more shotgun ammo for R2 fire or an explosive weapon would be nice (GL40 , Grenades, sumt)
- Some areas really should have better rewards, even if just ammo pickups , one area after fighting probably 2 dozens enemies the only reward that awaited me was three or so full heals worth of health.
- The game is incredibly jank, especially involving enemies (Targeting, movement, attacking you etc.)
- Blood mist from gibbed enemies should probably be turned down.
- Summons are hidden pretty well as I only found one, I usually like summoning stuff but the one I got felt near-useless and considering this game's frenetic nature, I don't know if it's even particularly viable.
- I kinda liked the weird structure/fight with the light following you up the floors.
- Title/Name reminds me of Realm of the Mad God
Overall despite the sheer amount of things I could critique or have done so above, this isn't terrible and I actually somewhat enjoyed this jankfest , up until 'character select' yoinked me back to the beginning.
- Youtube Timestamped Link
- Graphics : Fine
- Music / Sfx :
- Music : Non-existent , or I missed it, either way game doesn't really need it.
- SFX : Fine
- GUI : Fine
- Gameplay :
- Basic , the boxes are a bit tedious.
- Movement got a little jank at points.
- Notes :
- I don't like jump scares/screamers in horror games, they're cheap.
- The skull was more funny than scary.
- The game chugs looking at the trash-can in the bedroom?
I'm not a particular fan of jump scares or screamers , but regardless this was fine, it was short enough to not overstay it's welcome.
- Youtube Timestamped Link
- Graphics : Environments are good, some other things are not, like some of spritework.
- Music / Sfx :
- Music : Fine, although some songs are a bit repetitive.
- SFX : No complaints insofar.
- GUI : Good
- Gameplay :
- It's a gridder
- There's 10 different classes , albeit I only took the starter group as I assume it's the most 'noob friendly' and balanced.
- There seems to be some nice mechanics here and balanced well, DOT skills actually are worth using, heals are pretty chunky and the back row is actually seemingly pretty well protected (whereas in Final Fantasy they still get attacked pretty often. [Ranged attacks notwithstanding]
- Notes :
- I think this has been in development for roughly 4 years, and it shows as it seems fairly polished mechanically.
- I'm very much a fan of gridders and this seems to be doing the gridder aspect well.
- I wonder who this is for, 'magical girl' gridder is not something that I've ever thought , heard or seen be a thing talked about or pined for.
- The 'tutorial' didn't feel very "tutorialy" , for better or worse.
- I played this game as the last game of my 7th FBQ 8 stream , as such I was pretty tired and so I intend on playing a bit more as I felt like I only dipped my toes into it. When or if I go back, I'll be updating this review to better reflect my thoughts/opinions.
Overall , at the time of writing I only spent about half an hour doing the tutorial, but despite that and my thoughts that the combination of a Magical Girl Saturday night anime with a gridder being a bit of a weird combo, I enjoyed this as it hits the gridder itch decently (and there's a pretty bad lack of new games in this genre).
- Youtube Timestamped Link
- Graphics : Fine, you captured the retro/old school look decently.
- Music / Sfx :
- Music : Choice is fine, but overplayed IMO, you have a stinger on the first night but nothing happens for it to be justified.
- Generally Fine.
- GUI : Fine.
- Gameplay : Fine , albeit got caught on geometry frequently.
- Notes :
- The monster's "human" part where he's doing the 'worm' movement is quite frankly hilarious
- The pacing is kinda all over.
- The musical sting on the first night should probably happen as you see a streak across the sky, or something crash-landing nearby. (Think the thing or Voices of the Void)
- I was a bit disappointed as I thought this would be more of a cosmic horror , SCP or evil AI or surveillance thing.
- Or a 'bad-moon' type of thing like analog horror ala Local 58
- The game had some decent set-dressing / build-up in the beginning but then kinda faltered (See: unnecessary music sting above)
Overall I did enjoy this, if this was your first game pat yourself on the back, I don't know if you really intend on changing/updating this or taking what you've learned here for a new one but I'd like to check out anything you have in the future.
- Youtube Timestamped Link | Second Youtube Link - Read Notes.
- Graphics :
- They're alright
- Music / Sfx : Both are fine.
- GUI : Generally fine
- Gameplay :
- Super Meat Boy / Spelunky (Little
bit of
IWBTG) - Is this meant to be a rage-game?
- The red-spitter enemies are wretched beings and need to be exterminated, the Dwarves need to put them in the book.
- Maybe a way of undoing upgrades and re-allocating resources? I feel like my frustration on level 10 could've been lessened if I had other upgrades. (I probably should've gone for challenges for the extra resources)
- Super Meat Boy / Spelunky (Little
- Notes :
- So, I'm not generally a fan of games like SMB as I get extremely frustrated at them (probably the point on a fair few of them) and do not think I do particularly well at them.
- With this said, DESPITE that, I think that the platforming is generally very good and I am able to get where I need to be or want to be.
- TNT feels a little up in the air / indecisive on where it'll explode.
- It's rather infuriating that you can't more directly control where your guy shoots.
- I used a controller as opposed to KB+M , game felt responsive, no complaints here.
- There's some weird issues with corners on some platforms, I 'slid' off platforms that I was visually "on" about 2-3 times.
- There's some bug that killed video feed to my recording software , I lost effectively 20 minutes of footage due to such as I hadn't looked over at my software as I was actually enjoying the game and was focusing.
- So, I'm not generally a fan of games like SMB as I get extremely frustrated at them (probably the point on a fair few of them) and do not think I do particularly well at them.
Overall despite the rather annoying bug that killed video feed, and my increasing frustration at the game's increasing difficulty, I think this game is doing everything in the platforming and combat well and enjoy it, it's just not my particular cuppa.