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JorisRollfox

74 Game Reviews

26 w/ Responses

While the art & collision detection can sometimes feel a bit off, the atmosphere, story & zero-gravity jump kept me engaged.
It's a shame though that the game finished before I had explored everything & didn't allow me to continue.

The controls feel smooth and force you to constantly face dilemmas, but it could use more content/variety to keep it from getting dull quickly.

While the concept of first exploring levels such that you can then speedrun them is quite entertaining, the gameplay itself doesn't hold up. As money blends in with the background and you don't know how much there is, it's quite easy to miss some and thus do an incomplete speedrun. There's also little you can do to improve your time besides memorizing where all the money & enemies are, as your walking speed is fixed. While you could experiment with different weapons, I've only managed to switch them twice and have no idea how I did it. There's also little time to be won with the gunplay, as you don't have to aim or time your shots. This also feels awkward, as you just stand in front of an enemy while you shoot each other, with no ability to dodge the bullets.

Lastly, I'm unable to tell the size of the buttons in the menu, which is unnecessarily obnoxious.

This may come over as quite negative but like I said the concept is great, so I hope my feedback helps.

I have a few nitpicks like the menu buttons being unclear, the sound not pausing when you pause the game, or the levels not being grouped based on how long they are. But by far the main thing this game can use is some good ol' gamejuice, especially by adding more feedback to the player's actions.

Currently, I hardly notice it when I hit an enemy. Let the blow push him back and splatter particles across the room, use imagery and sounds that emphasize the weight of the punch and how seriously it hurts. If it's a killing blow, show the amount of damage the player has done with an explosion of particles.
These are just some examples, but I hope they help.

Also, I would like to know what your experience is with 2PlayerGames. I don't have any multiplayer games right now, but I may be interested in doing business with them in the future.

Decent proof-of-concept, but I don't see the value in trying this. If you would've shared the code, then it could've been interesting for others.

leandrodreamer responds:

yea, that was a dumb experiment, the first procedural test of what at the end become the level generator in my other game named Proom https://play.google.com/store/apps/details?id=com.leandrodreamer.proom

TIP: spikes only kill you when you land on them, walking through them doesn't (but walking on top of them does).

Love the concept & execution.

The controls feel a bit floaty, but are responsive enough to make every mistake feel like your own. Especially since you get enough time to get used to them, and most of the levels allow you enough time to readjust your jump. Death is also less frustrating given that you use other people their bodies & your body helps others, yet the 1-life mechanic & sneak-peaks at seemingly impossible levels keep the tension up.

It's a shame some people gave a 0 score due to someone hacking the game, because this is really worth a shot. I would love it if you explored this idea further, for instance using the fact that some people left reviews with tips.

Even as someone who has never had anxiety, the characters felt relatable enough to make me care about them and even anxious about their wellbeing.
Well done.

I really enjoyed this game, it looked & felt great. I also appreciated the small details such as being able to hit enemies into enemies & jumping further by spamming attack.

However, there are some things that really frustrated me:
-I really liked the kill-counter, but the moment I realized it resets upon death I stopped caring about it. It's also a shame that it isn't shown in big letters at the end of the game, which would make it feel much more like an achievement. Now the game just ends out of nowhere, without leaving a feeling of accomplishment.
-While it looks cool that you stop moving when attacking, it makes it very hard to judge where your attack will land while you're in the air.
-That killing enemies by pushing them into spikes doesn't give points feels stupid, especially since I felt like I was being clever.

Some bugs I found:
-Spiders often come down really slowly.
-Enemies sometimes give points twice.
-After I hit an enemy onto the edge of the platform he started spinning.

Hope this helps, I really enjoy the innovation and satisfaction your games bring. Keep up the good work!

I love the concept, but I think the game is lacking in two core aspects: information and game juice.

Regarding information, I feel there is a lot going on that isn't intuitive. I kept asking questions such as: Why does a fireball fly through my shield? Does my sword damage the golem? Why can't I hit the mage with a shield?
I eventually understood you were going for a weapon-triangle, but these things don't make sense intuitively. For clarity, the shield could be smaller and the fireball bigger such that it makes more sense (the sword could also have magic runes engraved to explain why it can hit the fireball). The golem should use the same shield as you, and the mage could look more etherreal to explain why a shield wouldn't do much.

Secondly game juice: the game doesn't feel sattisfying to play. The easiest way to fix this is adding feedback to the player's actions. Currently, I harldy notice it when I hit an enemy or the enemy hits me. Whenever someone is hit, let the blow push him back and splatter his blood across the room, use imagery and sounds that emphasize the weight of the punch and how seriously it hurts. If the blow kills him, show the amount of damage the player has done by exploding him into bones and blood. If the player gets hit, do the same and shatter a heart in the top-left and let it rain down blood across the screen.

These are all just suggestions of course, but I hope I gave you some inspiration :)

PeterMX responds:

Whoa, thanks for the feedback!
There's a lot of stuff in your comment that I didn't think about, I'm especially interested in the shield and fireball combination. I also agree on the game juice aspect so I'll definitely add that to my updates list.
Comments like this are my favorites because it shows how much thought you put into my game even if it wasn't that great, once again thank you!

The art really does a good job of immersing you into this duck-world, and the concept of stealing ducks is hilarious.

Unfortunately, as the gameplay lacks variation and challenge it grows stale within a minute or two. If you fix this I think it can be a great game.

To learn, have fun, & help others as a gamedev :)

Joris @JorisRollfox

Age 27, Male

Studying

Netherlands

Joined on 8/7/15

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