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RaycatWhoDat

5 Game Reviews w/ Response

All 10 Reviews

This is a neat concept! A few things I noticed:
* This control scheme is very mysterious.
* The arrow keys and Z stop working in the options menu.
* There's no way to increase the volume in the options once you've decreased it.
* Because there's no "Throwing" state, it is easy to bonk your head on the projectile because you're still moving in a direction and it just spawns in front of you.
* There's a bug after the dog goes into the TV. If you time it right, you can throw the projectile, run into the far wall, and get stuck.
* Certain backgrounds make the projectile hard to see.

Awsomfaic responds:

Will make an update to fix these bugs, sorry about that! I hope that the bugs didn't harm the game experience too much and thank you for the input! I'll also see if I can adjust the backgrounds to make them easier on the eye for seeing the projectile!

EDIT: Fixed the two bugs! Let me know through DM if they still persist!

I like the concept of this game but it takes too long for the first level up. I think this game could be a slam dunk with some adjustments to the experience gain curve.

W1K responds:

It actually used to be even slower in its earlier iterations due to there being less small dice to grab. Worth considering if ever we decide to reiterate on the concept tho. Ty for giving the game a shot!

Yep. This is definitely a sliding puzzle game.

I need to see more than just the two variants, especially when the variants have the same image. If you're going to be on-the-nose about your game, then it needs to be executed well. Where are the customization options? Where's the audio feedback for completing a puzzle?

There needs to be more here if you plan on getting ad revenue from this.

JG0328 responds:

Thanks for the feedback! True, I should've included a sound effect after solving the puzzle.

You know, I definitely walked into this expecting a dumpster fire. Pleasantly surprised to see a rather complete submission. The checkered placeholder textures everywhere aren't exactly the most eyeball-friendly but there was definitely a game to play. Got all six components and noticed a few things:

1) Some of the component challenge rooms are the same. Was that intentional?
2) One of the component challenge rooms can be skipped entirely (just jump down).
3) Because your particle emitters don't start immediately, there's a moment of confusion in the overworld when you complete a room as you try to get your bearings.
4) Since it's a very vertically-oriented platformer, I would love to get an indication of where my feet are instead of being a headless camera.

Overall, solid submission! Keep at it.

Fin-Deevy responds:

Thank you for the feedback! A couple of the rooms reuse textures but besides that those are some flaws I will take into consideration for the next 3D game.

This is a fantastic game! I love the movement options the grappling hook opens up! A few things:

1) The server "kill feed" can get backed up with entries sometimes. Once that happens, it's very easy as a player to get a kill, look up, and see that " owned X" instead of "Player owned X".

2) Have you considered adding a slide/roll or allowing players to hook on to the ground as well? There are certain situations where I want to zip along the ground (bit like a dash) and reposition behind my opponent. Not a terribly big deal because I can hook onto an object behind them but the rope gives them an easy way to line up a shot.

Great job!

keybol responds:

I think it's caused by a bug, I havent checked the kills log that much yet. As for the slide roll I considered making the floor hookable but people might just do infinite dash around the ground instead of walking. I could add cooldown to the dash though to prevent floor hooking too much.

Web/desktop game dev. Ambitious creative-type. Labyrinth of the Limitless. Just build shit, man.

Ray @RaycatWhoDat

Age 33, Male

Chicago

Joined on 3/25/20

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