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Splootulu

9 Game Reviews w/ Response

All 23 Reviews

I absolutely love games themed around dreamy stuff like this, so I like this concept and story. There's something very charming about the sort of crayon drawn art, it gives off this very nice young dreamy feeling.

I do have a few gripes, first being the music. While I understand the intention was to make dreamy, somewhat surreal music, the melody feels overall aimless and random.

For the gameplay itself, The puzzles themselves are pretty good! I've gotten physically stuck due to bad moves only a handful of times but thankfully there's a reset button. My issue here is less so the puzzle and more so the props overlapping the puzzles. Sometimes it can be a bit confusing and hard to see where you are.

Lastly, I love the lil story cutscenes, the art is very charming and dream-like. My only issue is the text is slightly hard to read at times, I feel like if you were to space out the letters a bit more it would help a lot.

Alejandro-X-Azul responds:

Thanks for the feedback

So, I finished it, and I have to say, this is incredibly short.

It works like it should, but lacks mechanics. The levels aren't as challenging as I would like them to be, I literally just spun the map till I got to the goal. There could be traps or moving platforms, just to give the levels a bit more spice.

The graphics are kinda rough, I was kinda confused on what the goal was even supposed to be, I don't really know why it had to be "cow-like." I think it would work better if it was a goal, or flag.

MrBreadGames responds:

Thanks, I'm going to change loads of things about it and improve a lot of things that are already there :)

Okay, I get that this is a rushed game, made simply for a jam, but theres def a few things I need to go over.

So, you definitely were not lying about getting right into the action, the wall immediately bum rushes you the moment you run the game. Could use some sort of simple menu, or at the very least, a count down.

I had a bit of a strange time playing. A few of the jumps require you to (as far as I can tell) slow down, since the next platform is so close, you would overshoot it if you kept running. This is sorta difficult since the wall is so fast and you can barely outrun it and give yourself extra time.
If you don't get a good head start, then its a guaranteed death very early on.

Minor complaints would be the lack of variety. You could maybe add some backgrounds, some music, maybe even a death counter/timer in the corner. The game is very rough around the edges right now as it is, it can definitely use some spice

noodlstudios responds:

this was only really made for fun, but I might improve it

EDIT: I fixed some of the things you requested.

So, I was only able to get past the first level until I got stuck. I can't really get through the door in the second level after I unlocked it, I've pressed every button trying to figure it out.

After giving up on the door, I went back down the elevator and jumped over the spikes to get to the very lowest level, where the dirt stairs lead down to the hall filled with zombies. I couldn't get through, because the bottom of the stairs and the top of the platform were too close together.

The attack is kinda finicky as well, sometimes it just doesn't work, which is an issue when a large horde is coming towards you.

Other than that, I would like at least some variety in the sprites. Maybe just a jump animation, or walking animation to help keep the eyes focused. It could use some noise too, or else after awhile it starts to feel barren.

FerTheDripGuy responds:

Sorry,i know that your 1st time playing this game wasn´t very great,we will make more levels and i promise you will never be stuck again.

I played through the whole game, and the entire time I was really impressed at the thought and time that went into this.

It actually made me have to think about the puzzles, rather than autopilot through like most other puzzle games of this type. I love the main mechanic, its something that I don't commonly see being used in such a satisfying way.

There's really nothing that I can complain about, other than how short it is, I would def play more if there was maybe a world selection, each with their own mechanics. Otherwise, the music is great, the art is great, the puzzles make you think, and the mechanics are so satisfying once you get the hang of them.

saantonandre responds:

Thanks! I'm glad the thing you don't like is its shortness, because I'm currently working on the bonus biome, you can't play it now since it's not finished yet, but the quest to unlock it is already laying there in the game. Maybe future players will find and spoil it but I wouldnt want to tell more about it myself

More functional than I thought it would be, but still pretty bland.

Maybe if you added some more things to do and higher quality images.

Fluffernater responds:

did you check on Steam for Meteor Defender? It's "E" to shoot.

Very cute game with fun minigames. I had a easy time playing it and I enjoyed it for awhile. The only issue I have is that after awhile it can get sorta boring. It would keep me around longer if there was something to work for other than unlocking practice modes.

Team-on responds:

Thanks for feedback!

I very much like the concept of the game, even though its simple. However, there are some issues involving the controls. I get that you upgrade your movement while playing, but I found it almost too slippery to enjoy at the start.

I find the swinging to be hard to control at times, maybe the swing can be controlled by the mouse instead. Maybe some power-ups sprinkled around the map on occasion would help spice things up.

eniotna308 responds:

Thank you very much for the feedback!

I could very well make the game less slippery at the start by making it easier to brake. And there definitely needs to be more things happening in the game. I'll keep the power-ups in mind but first, I'll make some more monsters types and see where to go from there.

However, I like that the swing isn't easy to figure out, I feel like it makes it more unique. (I also want to keep the single joystick gimmick.) Increasing the brakes should still make the game easier to pick up.

So, I'd say that the description captures the game perfectly: a simple and classic platformer.

Of course, the obvious issue is the lack of variety. I get that one of the key points is the small amount of assets and code, but I still feel like it could use just a little bit of spice. Such as varied assets, enemies, maybe some sort of interesting mechanics. Even replacing the cube with a character would help.

The other issue I have is the way the controls can sometimes jitter, or the way you get stuck on platforms while trying to jump over it.

OuterSpaceGames responds:

Thank you for playing it and giving me input. By spice do you mean more assets, color schemes, and/ or platforms? or better levels? thank you

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