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BlooOwlBaba

10 Game Reviews w/ Response

All 33 Reviews

This is too hard and I can't tell if I'm supposed to get an upgrade every wave. If I am, there might be a bug where I'm not getting one after each wave.

I think it takes way too long to kill enemies. I feel too weak going into wave 5 where there's too many enemies on the screen and it's difficult to avoid the bats, eyeball bullets, knight swords AND the skulls. The skulls should die wayyyyy sooner than I think. It takes like 3-4 seconds of non-stop shooting to kill 1 at the start.

Overall, I don't feel like I'm rewarded for playing frequently enough (the skill of understanding how enemies attack and roughly when they attack improves over time, but after a certain point it's overwhelmingly against the player).

Meiallu responds:

Thank you for your review!

Sorry if you didn't had the best experience, the upgrades are not supposed to be given every wave and the wave 5 is purposely difficult since it is the last.

Despite the low is score I thought this was interesting. There were some annoying things with the level design. On level 9 there was a platform I had to jump to that was pretty high up and it was impossible to react to the volcanic rocks falling from the sky.

I felt like the dino's hurtbox was too big and usually when I got hit it felt like I should have had enough room to slip away.

The final level was fun though. The screenshake is nice though a tad bit too much with all the rocks at one time, but I think it makes sense given how grave the situation is.

SleepinPanda responds:

Thanks for playing and your feedback! Yes, sometimes when you need to go up on the screen it is very hard and random doesn't help. I realize that.

If you want, you can toggle screen shakes by using the G keyboard key. I first put this feature for me because I was getting a bit dizzy while testing so I left this feature for players as well. The idea is not to make players feel sick, haha.

Very impressive level design. I was able to learn everything as I went and was really happy to try out a few strats that worked out super well! The atmosphere is awesome and I really like the juice you put into this (screen shake when the big version lands is dope)!

Well done!

almostnot responds:

Hahaha! Yes, the screen shake when you land big is one my favourite little touches. Really glad you enjoyed the game. Thank you for playing and for the kind words.

The collision boxes were sometimes finicky. On the acid chase if you just drive forward at the start you'll die even though you're still on the platform. That and a few other odd moments were frustrating at times, but when I died because I was playing bad I was able to appreciate the level design.

SavageRage responds:

yeah, the collision for the down direction works by having a plate that stretches from the first wheel to the second, this mean that if that comes in contact with something dangerous it will kill you, even if in contact with a platform, I might be able to fix it in the future.

anyways im glad you liked the game!

"Wow what a fun game, wonder what he programmed this with"

Pure JS no libs/fws

Dude you're a GAWD and the game is fun lol

saantonandre responds:

Thanks! This was all sort of a programming exercise, more than a game design one :)

Super fun! The later levels had new surprises that I enjoyed a lot.

orange08 responds:

Thank you, sir. I don't usually go out of the box with my games, so it was fun to try to be a little random on some of the later levels.

Great job with adding in the bit of dialogue! Interesting game so far, but having a wider camera that follows the player would be an improvement. This helps avoid the "leap of faith" where players jump to their doom thinking it's the way to progress. I think adding a HUD for player health would also be helpful. Looking forward to the next game!

shaux responds:

Thank you for the feedback! I will look into making the improvements as suggested!

I think there's a ton of potential here, but to list off things I wasn't too happy about:

1. The long tutorial, I understand its useful to have, but after learning SP, I just wanted to move on right away.
2. The long intro (I'm an impatient player lol so this might just be me)
3. Grammar. Wasn't too big of a problem for me, but others might be annoyed.
4. In my first battle I got hit without being able to do anything and started with lower health. Felt a bit unfair that the enemy got a free fight even though I initiated the battle

What I enjoyed:

1. The SP moves being interactive was the best!! I usually zone out in turned-based games, but making it have that action-rpg feel made me enjoy the game play a lot!! (though it would have been nice to know what I was supposed to do for Wizz's SP move)
2. The character's feel different from one another and each is fun in their own way. Great job with this!!
3. The music/sfx were awesome!!

I can't wait to see what this could be with more work!! Do any of you have a Twitter?

rotcivsette responds:

Sorry for the grammar, I'm not a native english speaker and I did my best (I revised the script a lot). If you could point out some alarming stuff, it would be of great help!
And sorry, I don't have a twitter anymore. But you can follow me here on Newgrounds or the game on Game Jolt to get more news about the development.
And thank you for the awesome feedback!
PS: You can skip the intro and credits by double-clicking. I should make it more clear tho :P

Really solid game! The introduction of each new feature is simple/clever enough to understand, but still requires a lot of thought before moving. Would love to place this on mobile!

AdityaChaudhary responds:

Thank you. I would look further if I could publish it on Play Store

It is simple, but I enjoyed how fast it got up until level 9. It'd be interesting to see how this could be expanded upon.

rambhongle responds:

thanx buddy..that realy motivates to do more!!

Games are sick

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