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ProsciuttoMan

67 Game Reviews

28 w/ Responses

Clearly not made for web, with controls that don't even work on computers and a double jump that doesn't work whatsoever.

SubinAnimation responds:

Ya, actually it was made for android devices, me and m friend are working to improve the controls. Thanks for review

Kinda weird that the dodge and attack use the same animation, but nice aesthetic, and entertaining gameplay. Reminds me of something you'd see on iOS back in the day.

This is surprising really great! I'd absolutely love to see what sort of game this would end up being with original assets.

Kutejnikov responds:

Thanks! I plan to add 6 or more levels.

Seems neat, but it's way too zoomed out to be able to understand anything that's going on.

buboi0411 responds:

sorry i dont know how to make it fullscreen

Can't understand any of the goals, music is grating, and the protagonist's movements are too slow coupled with an underutilized jump with a very annoying sound effect.

Camera is way too zoomed in making leaps of faith way to common, and the decision to keep the player in control for a while after being killed is just baffling to me.
The protagonist is also way too slow for my liking, but there's a solid foundation here.

sandwich2 responds:

Thank you for the feedback, I will keep that in my mind.

It has the potential to be something great, but the movement feels a bit too fast for me, and the lack of animation in some places just feels super jarring.

Neat aesthetic choices, but the strange jumping mechanics and extremely easy difficulty early on fail to keep me engaged with it for very long.
I think it could have easily benefitted from a more traditional double jump, as has been pointed out by many before me.

For a first game, it's far from bad, but things feel pretty unsatisfying to pull off here, generally speaking. Controls are a bit stiff and confusing too.

marui32 responds:

I struggled a lot with the controls, i just wanted to get them working because i spent so much time on controls instead of enemies or some fetuars. Thanks for your feedback though it means a lot.

Can't figure out how to progress from the first screen whatsoever.
If I have to ask you how I'm meant to leave the first screen of the first level, I think it'd probably be necessary to re-evaluate your decisions in terms of game design. I think players would appreciate some better direction in terms of what they're supposed to do here, even if it's something as simple as "press X to do Y".
Aesthetic charm can only carry a game so far, and while the visuals certainly deliver in that capacity, almost everything else could definitely use a lot of work.
There's clearly an effort at making something of substance here, but you should really consider having some people test the game out before you publish it.

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