Title screen art is stolen from Clumsy Ninja, a game from Natural Motion. I expect more is stolen considering the uploaders other games and the quality.
A slow and unexciting concept.
MOST of the game is waiting for the circle to rotate. Most of the rest of the game is looking to see where you will go. The rest of the game is tapping the buttons at the right time.
Basically, players already know how each level is going to end, so the puzzle part of the game is solved within seconds. The rest of it is just pressing the buttons at the right time, which isn't hard. It just takes patience, and patience isn't inherently fun. Anticipation is fun, but that's not what this game builds by making the player wait. The worst part is, if you mess up, you have to do all that waiting all over again even though you know how to beat it and that you CAN beat it. It's just not engaging.
I see you made the space button speed up the rotation, but I still think that's not enough to make the game interesting to me.
Third person today to state the game is too slow and unexciting while still only be on the third tutorial level, (Damn that third level) sorry that you don't like my idea but please try the later levels where the game is faster and more challenging.
Not bad, really. One glaring issue that I first noticed is that the camera doesn't follow the player properly. When the player is walking to the right, the camera lags behind and shows 75% of what's behind the player. It should be the other way around. Players want to see what's in front of them, not what's behind them.
I agree, camera movement could be better
Again I see an amateur game labeled as "super hard you can't beat it!" as a cop-out for half decent game design.
Mechanically the game is incredibly simple, so the interest comes from the level itself, and platforming through it, but once the player makes a mistake they start all the way over at the beginning, and if a player has to replay areas they have already gone through, now they have nothing left to interest them. Yes, the achievement of beating the entire level without dying is rewarding, but for almost every player the reward is outweighed by having to play the entire level over.
Probably not your kind of games. I understand, me too I'm not a huge fan of games like that. But this one is mine, and some peoples like it, so I continue, and I'm happy to do it :D
While the melee combat feels great, the actual game is a bit lacking. Each boss battle really just ends up being a game of predicting the incredibly linear pattern of the current boss, walking away to avoid the projectiles and going back to hit them. There's no real challenge to it, and once I realized that about 2 minutes into the game, I was robbed of having any more fun.
Aside from that, there's no reason you shouldn't have been able to notice or fix the bug of 2 of the same power ups spawning. That should be simple to fix, and without it, you remove a players choice that could have been a really engaging element of the game in that moment.
This is a pretty neat game.
I'd like to make the suggestion for god's sake that you shouldn't be using the mouse click to progress with the story. If a player want to play with the arrow keys, they have to move their hand repeatedly from the keys to the mouse. I just see this a lot and it's such a common mistake with a simple fix and it bothers me. This would only be acceptable if the mouse was necessary in your game for something other than a single button input that could be replaced by a key, and in that case you should probably just disable arrow key controls so that people can't frustrate themselves by not realizing WASD are the movement controls because they tried the arrow keys first.
Also, some micro feedback would be nice. It seems to be REALLY important that the player jump at the apex of their jump, but it's hard to see the apex of your jump inside of a circle because the player gets whited out. Some sort of sound or audio cue when the player has entered one of the circles, and when the player has reached the height of their jump would be really helpful to players, because also, when you're falling into a circle, sometimes you want to press the jump button as soon as you enter it, but there's no real cue for when that happens (aside from the obvious, which isn't quite as clear).
Otherwise, I think the jumping is a little touchy. On some levels, if you don't jump on the first light circle correctly, you wont get enough height down the line to reach the 4th or 5th circle, and it's annoying to slowly realize that as you're jumping before you lose. I figured that's the only thing that makes the game challenging though, besides avoiding the circular saws, so i don't think it's that bad. The problem with it lies in what I said above: It's hard to know when to jump because of a lack of feedback.
thank you. I do have a new version with spacebar as hotkey. I will update this game asap
While the art is terrible, inconsistent and makes no sense, the gameplay is actually pretty well done. It's a bit simple and it got repetitive a few levels in but overall this is a pretty nice shooter!
Some better art would really help this game. The levels appeared to all just be sticks and the squirrel doesn't appear to have any narrative motivation for the goals of the game, and the enemies look like they are taken from other games or something, so the aesthetics in general were very offputting, but you could have something amazing if you kept working on it.
I think this game could be a lot better if you made the controls better.
In the original asteroids, you can aim your ship 360 degrees without moving. In this game you can aim in 4 directions without moving, and 4 more directions when you are moving. This makes aiming incredibly difficult, and since enemies are chasing you, you barely have a way to defend yourself because you cant run away from them and shoot them at the same time. Most of the game for me was running away from the enemies and trying to take pot shots at them. The actual asteroids in the game seemed to give a lot of score but they were no threat whatsoever to the player so there's not really any use in destroying them, since score is completely arbitrary.
Additionally, the art has inconsistant pixel density and the player and enemies are really small. When you beat the game, the high score only displays 2 numbers even if it's a higher value than that. Having A and B as controls right on the screen and then not using those keys in the game is incredibly confusing. You aren't sacrificing any nostalgia by just making those keys say W and E. When you hold the fire button down, everything on and off the screen that gets hit makes noise, with the asteroids being the loudest, and at the same time, there's no visual feedback for when a bullet hits an asteroid.
That's most of the things that caught my eye when I played. While it has a lot of flaws the general idea isn't that bad. If you made some changes you would have something good to work with.
Thanks for your comments, @sushin00. Some of them I am aware of but could not achieve within the deadline. The controls on the screen should be hidden on this version. They are there because I tested the game on my ipad a lot. The sound is really annoying, I will fix that asap.
The controls are just silly and I don't think I have to explain why, but the game is so hard its inaccessible. You can say it's a selling point or you made it hard on purpose for hard core players, but I believe it just comes down to poor design choice, perhaps in an attempt to increase game longevity, perhaps something else. It's a shame because the music and art of this game is really quality stuff. I wish more designers would understand this, but hard does not equal fun, and it's written all over this game's ratings.
This game could have been good, with a compelling level of difficulty and an attractive artscape and charming soundtrack that it has, but instead it's so punishing and tedious no one in their right mind would want to play more than a few minutes.
This game is really preventing me from enjoying it. The art is actually pretty nice and the controls are nice and the general concept is interesting and funny.
In the first game I played, I didn't read the controls (as a vast majority of your players wont) and started the first mission. I died a few times just due to trial and error because I didn't know what I couldn't touch (this included the S key...which seemed to basically just be a "lose the game" button). After I learned how to avoid enemies (which isn't hard because the collision boxes are huge for the enemies) I didn't really know what to do after walking across the city for a few minutes. After dying I was sent to the start of the level and quit.
I decided to give the game a second chance after looking at the controls menu. Please make the controls menu mandatory to read before the player plays the game. It's not going to annoy anyone and it becomes the players fault if they don't know the controls. After that, I started the game and seemed to be given a random mission, which was the same mission again. Having no mines, stealth is the only thing you can do to avoid enemies, but I got the same mission where you can't use stealth or you fail the game. That kind of pissed me off, so I quit. I suggest you remove this mission or put it later so players can use stealth in the game. And if you MUST prevent players from using stealth...don't let them accidentally press the S key and fail the whole mission.
Ok thanks for the review man!
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