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ProsciuttoMan

28 Game Reviews w/ Response

All 67 Reviews

It's a decent first attempt at an I Wanna Be The Guy-styled rage game, but there's a lot of design choices that I find to be downright horrible.
For example, I don't think there should be a 5 second break between dying and respawning. IWBTG and Meat Boy typically have very short respawn times, which makes death a more fun mechanic.

tecnologiaplaitec responds:

voy a corregirlo gracias

This might be a bit of a controversial take, but I found this game to just be kind of ok? IDK, I played the downloadable version but I don't imagine that's too different from the web browser build.
I'd say my biggest fault with the game is that it's too much reward without enough risk:
Enemies and bosses tend to be very slow and heavy. I think allowing bosses to get knocked around more, or at least try a lot more often to attack the player would help with this, and really sell your characters' strength.
The levels are mundane and largely uninteresting to traverse. I understand this is to make sure that enemies can be spawned and defeated often, but I think having level-specific enemy spawning or behavior would help to alleviate this issue and present more of a challenge to players.
Weirdly, I found the voice acting a little too intrusive: maybe some way of limiting its frequency would be helpful.
The crossover angle is done in a commendable, yet slightly disappointing way:
I feel that the playable roster played things way too safe by focusing almost exclusively on characters from FNF and Newgrounds Rumble: the kid from Dad n Me was a good start, but I feel like crossover games like this are at their best when they're breaking new ground with their character rosters (especially on Newgrounds, where we've seen Pico and co, Madness, and FNF crossovers out the ass for the past few years). I understand that this is done so that a more casual audience understands that its a Newgrounds crossover game, but it still makes for a roster that feels very "been there done that".
I did enjoy seeing a lot of games by some friends of mine get representation though: a lot of newer NG submissions tend to struggle for visibility, and it was cool. I hope more stuff like this is done with the game going forwards.

KeithGarces responds:

I appreciate the constructive feedback as we definitely take it into consideration! You can chalk the simplicity directly to me as I wanted to make sure we had a nice accessible platform to work off of! I personally underestimated how deep people were willing to go mechanically, but I've been thankfully proven wrong from the fan feedback and videos.
Trying to expand the scope of who is represented is important (though I'll need help from the community on that personally since I've mainly been an early 2000s NG lurker.) We have ENA rolling in at some point as well as other plans if the interest is still around! Thanks again!

Not quite horrible, but not quite great either.
Art-wise, it's OK. A bit too derivative off Funkin' or something for my liking, but I suppose some people like it.

The crux of my issues come with the gameplay though:
The player's attacks keep him in constant motion but when combined with having to constantly jump between narrow platforms, it leads to a lot of cheap deaths. Not helping with this is that the motion path seems to be fixed, which leads to even more cheap-feeling deaths.
I'd work on giving the player a greater sense of control, or at least changing the level layout to give the player more room to take advantage of the moveset you've given.
There isn't really any kind of a tangible progression system either: I get it's meant to be an arcade-style game, but I don't feel like I'm growing or progressing in any meaningful way as I rack up kills: something that's very important in these kinds of games.

JalenBrah responds:

Thanks for the notes!

Making the movement more controllable and adding an incentive beyond just a high score would definitely be a benefit to the game as a whole.

I’ll try and add to the player’s moveset and improve what’s already there to give more control

A decent little tower defense game.
Unlike a lot of the other jam entries so far, it doesn't get repetitive too quickly, but a few issues like the transitions are a bit jarring and sudden, the lack of any impact or "punch" to anything you do, etc... makes things feel a bit unsatisfying.

onebitpudding responds:

True, I think about improving over time because I liked the idea, and thanks for the feedback, I will think of things to make it more satisfying

Fun!

dietzribi responds:

Thanks!

an error shows up when you try to play the game
EDIT: my browser says it has to do with dlopen in Unity or something like that

Floflelw responds:

ok, im sorry ill try to fix it. could you mabey provide some error details?

"You know what they say, love is blind" -Tommy Wiseau
Originality alone makes it far above the other contributions to this contest. When paired with the fairly unique setting and funny writing, its leagues above its contemporaries lol.

momiji-matcha responds:

Wise words from a wise man.

RudeBoyEEEE responds:

LEGIT ALL I CAN THINK WHEN I SEE OUR TITLE

Stanpai responds:

Tahahaha!
Anyway, how is your sex life?

Very fun concept! Look forward to seeing more stuff like this.

crow-seeds responds:

Sorry to disappoint lmao

Really fun game!
Only complaint is that it's just programmer art, but otherwise it was a surprisingly great time!
Look forward to more stuff from you!

Dynamic0 responds:

Thanks

Gameplay is addictive and extremely fun. It feels like this perfect combination of Rat Game, and more "true" roguelikes like The Binding of Isaac: it's satisfying to go through and you can get pretty far on most runs if you try.
Even the way the items themselves are presented feels fresh and new: I'm getting tired of the old 32x32 graphic slapped on a stone slab, and the little paper bits was refreshing to see, and the lower quantity of items and certain upgrades help to keep players attached to their weapons for much longer than in something like Gungeon.

The Newgrounds crossover weaponry was handled fairly appropriately in my opinion: it never really draws too much attention to itself (except for maybe the Isaac and Piconjo ones), which is alway nice with stuff like that.

Unfortunately, a lot of my criticisms lays with the art direction: deviating from Krinkles' stuff is always cool, but there's still some boundaries with the source material I feel were pushed a bit too far here: the art direction of Madness is defined by the over-the-top badassery of late 90's and early 2000's action flicks, which is very different to how this game presents itself.
Seeing as how this game tends to base its aesthetic off something that contrasts the original art direction of Madness significantly: cutesy Japanese-style streetwear, things end up being somewhat hit-or-miss for me in terms of character design and artwork.

If this was built as an original game, and there was a bit more content to play through, I could definitely see myself paying for a retail version on Steam or itch.io.

Tombdude responds:

I really appreciate such thought out feedback, thank you : ]

I <3 marmalade.

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