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JorisRollfox

26 Game Reviews w/ Response

All 74 Reviews

When I died the screen turned black, pressing buttons did not fix this. When I refreshed the page my savedata was gone. I'm using Chrome & the music was still playing, if that helps.

The art looks nice, especially the animations and glowing stuff. There could be more going on on the screen though.

However, while the game is combat- and exploration-driven, their implementations offer little satisfaction to me. The moment I killed my first enemies I already felt like I had mastered the combat, given its simple controls and enemies.
The same applies to the exploration, whose main appeal lies in puzzles that are quickly solved using only your memory. Not that they should be more complicated, but they don't even make me feel smart.

Regardless, the design choices seem to complement a more laid back experience quite well, though I can't say for sure given that I'm just not into that. Besides the crash there was little that downright annoyed or bored me, it just wasn't memorable or enjoyable enough to play more.

Wolod responds:

I'm sorry that you stumbled into such an annoying issue.

I've received ton of very useful feedback since the release. Sequel, if I decide to make one, will be much more entertaining.

I accidentally skipped the introduction because I thought I had to press a button to progress, some text that says "[Z] skip" should fix that.

While the game is okay it doesn't do anything new besides its quirky-looking main character, and it could really use some satisfying visual feedback. Enemies and especially bosses take way too many hits which makes you want to rush past them, which for most enemies is the only reason they form a threat as you can easily keep your distance and shoot them.

I did like how the level select screen starts with you entering in a boat, it makes the world feel much more real.

PKTORA responds:

I'll be making tweaks to fix the dialogue box. I've just updated the game to reduce the boss difficulty.

There is no content nor replay value. There is hardly any feedback to the player or satisfying effects, nor is there any reason not to move up & down and spam missiles. Each object has its own artstyle that looks good on its own but combined forms a disconnected mess. I also thought the orange controller logo in the start screen was for using a controller but it leads to another website.

I hope you can use the feedback to make better games, but to be honest given how often you release mediocre games I wonder whether you will even read this.

EDIT: I would really like my last statement to be proven wrong, because I hope you care about the games you release and the people that play them and strive to become better at it.

EDIT 2: Thanks for proving me wrong :)

games7510 responds:

Thank you for your response and as i see, you are my biggest fan. I will do better job next time and i hope you will continue playing my games. Cheers!

This is the first beat-em-up I enjoyed playing :))

There is exactly the right amount of story such that it does not detract from the gameplay, and the little there is is comical.

The combat is satisfying, deep, and diverse. Though I would like to know how the scoring system works. Because even though button-mashing is fun, I would like to be motivated more to use tactic to prevent repetition. Same for the taunt, since I don't know when to use it I hardly do. The slomo-counter also feels cool to perform, so it is a shame that it lasts so short that you can't actually use it, and one time I got it I actually still got hit by the attack which feels unfair.

I also really like the tutorial, though I would've liked it if it were easier to train your specials and slomo-counter here.

FutureCopLGF responds:

Cheers! Happy to hear that most of my decisions played out right: originally the game was gonna be story/cutscene/dialogue-heavy, but I ended up chopping it out in favor of just letting people get to the action like old-school brawlers did (though maybe I chopped the tutorial too much in favor of getting to the action, haha).

Yeah, the scoring mechanic was something that was gonna be in originally, but it got cut for time and performance issues. For now, the combo mechanics are mostly driven by momentum (hitting enemies in a short time while dodging attacks) with variation not being as important as it should be. It was gonna be a Tony-Hawk style combo builder that I agree would help incentivize doing multiple moves; next time, next time!

Very informative for a newcomer such as myself, and I enjoyed how you turned it into a small game. So thank you for making it :)

I should mention though that the music and moving background were quite distracting, especially the latter since it cannot be turned off. Also, the default song does not loop properly, which is quite noticeable given how short it is.

Little-Radiodemon responds:

Thanks!

I should have probably used the longer version of the first song, oops! And it would have been possible to stop the background with a simple button, but I didn't think that would be an issue!

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

Joris @JorisRollfox

Age 28, Male

Studying

Netherlands

Joined on 8/7/15

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