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ThePropagation

37 Game Reviews

12 w/ Responses

I can't stop playing this, good work!

Music is good, I love jamming these blocks in to make them fit! I guess my only criticism is that game over line drops too fast, maybe have a mode where there isn't one, like an endless mode

There are a lot of issues, and I didn't even make it past the first spikes.

1.) The UI and key controls are annoying. only Enter advances things, it should be any key.
2.) You get offered to buy hearts right when you start the game which is always impossible, and shouldn't happen.
3.) I get the controls but they don't work very well, and as I said, didn't make it past the first spikes. Players have to have a good first impression or they'll never return no matter how good you make it later
4.) Update, I tried again and passed the spikes, the sword move isn't bad, the spike hitbox is very unforgiving.

It could be a good game but I think it was released too early, needs a lot more, like different powerups, achievements, something. Keep it up, this can be better!

EvilMushroom99 responds:

Thank you! I know is too early released but i needed this feedback, because i wanted to know if the game could be fun and if it has pottencial. I'm making the changes for a full release. Your points are very useful so thanks for it and for playing my game :D

I thought this was pretty good, I feel that it should have a save system in the RPG part, and make the jumping variable, like most platformers let you let go of the jump button to start dropping when you release the button to control your jumps better. Those would be the only 2 things I'd say it needs

blit-blat responds:

So the game does automatically save your process, so you can come back to it later and carry on, but yeah there's no indication of this in-game, and there probably should be!

In terms of the controls, I think that might be a limitation on the engine, as I believe Godot only reports values of 1 (button down) or 0 (button not down), but I need to look into this further - definitely something to consider in future projects!

Thanks for the feedback! :)

I really enjoyed this, just wished there was more, I get that you made what you made for the jam. I would have loved to play the game again with everything exactly the same except the weird language replacing all text and possibly a freaky filter over it

I love the visuals. the controls seem alright as far as I got, my main problem is, don't put spikes on the corners where your gravity changes, it's impossible to guess when the player will change directions and I always fall into spikes and die. And the movement doesn't seem smooth, like it jerks when you move left and right for some reason

ImmanentDeath responds:

Those corner spikes are kinda tricky. There's an invisible, diagonal boundary line separating the two directions of gravity and going out from the corner, so you just have to try jumping through it at different angles, and make sure you're holding down the right movement key when you cross it.

In that surface scene after the sideways pitfall, I undershoot my jump a little instead of going as far up as I can, then make sure I'm holding the right key when I cross the boundary. You have to gain momentum and let it carry you.

This is a neat mechanic, definitely has a Jump King/Getting Over It vibe, not my kind of game, but the visuals are good

Miroko responds:

Jump king and Getting Over it are definitely and inspiration to the level design and movement.
Glad you enjoyed it.

This game was extremely fun game! I like the idea of getting stuff from adventurers to improve the dungeon and make plants grow faster maybe? Adding some time element to it may make things better, I like the relaxed pace of it too, I can see merits of both ways of doing it, this could have been drawn out into a much longer game by not giving you a new mechanic per fighter, I would have enjoyed a longer progression, but as proof of concept, it's great

This is a beautiful combination of a lot of the best retro platformers, the visuals are great, the controls are super tight, I know it's a demo, but more would be better obviously

LeviRamirez responds:

Give me 2 years and I can improve on that last part, and when a steam page gets made a wishlist would be appreciated ;)

I really like the visuals, it would be great to see a campaign, maybe one where the less damage you take in earlier fights the better off you are in subsequent ones

plazatin responds:

Great suggestion! I'll see if I can implement that especially since I'm planning to add an arcade mode with some more opponents.

Very fun, I like the visuals, very reminiscent of Mario, I like the sudden difficulty spike for the bonus level

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