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GiantFloof

26 Game Reviews

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Nice idea for this year's GGJ! But the execution kills a lot of the potential, sadly.

I'd recommend merging the buttons and the dispensers, since there's no need to keep them separate. A cleaner UI would help greatly with understanding the actual goal and game. For the gameplay, I'd show a preview of the next block that's about to spawn so the dispensers actually make sense. Right now, it's basically best to only use no. 2. Last but not least, make the phyiscs snappier to make the game "feel" better. Would love to play an improved version

Intriguingly weird

The art is nice, but the controls are really too sluggish to make the game really fun and it kind of lacks something unique!

genesysgames00 responds:

Noted! Thanks for the review!

I like the concept and execution a lot, but the jump is killing me to get into the right flow. You're just a little bit off and your jump doesn't register anymore. With the instant reset and your input still registering I more than once ran back into the last room to fall to death and remake an additonal room. So I'd recommend killing the input at a reset and tweaking the jump to allow fluid movement even when triggering the jump 1-2 frame before and after hitting ground.

But all in all a nice piece!

Looks good, plays good, cool concept. Maybe add some more screenshake and some sound to perfect it!

MartiVDG responds:

Thank you for your feedback! I'm planning on adding sound and juicing up the game in the future, so i will certainly take a look at the screenshake! Thanks again! :)

Fun idea and prototype, could use a little more oomph to just feel more awesome!

Catbugpig responds:

Thanks, glad you enjoyed.
I'd agree.

Great game, input seems just a little bit too sluggish for that perfect feel, but it's a really cool game nonetheless!

Prox276 responds:

Thanks! Maybe you could try lowering the graphics quality if it's caused by slowdown. :)

I like the idea, but honestly, the controls are horrible. A and D should be strafing when I'm in robot mode and you should not lock inputs to animations but handle all inputs independently. I can't shoot the gun consistenly, I cannot click buttons in the quest popups and my fist does nothing to the enemies. There's lots of features already, but I'd encourage you to put more polishing into the basic features first, before adding more.

Very nice prototype! Only thing I really disliked is the "sticky" bodies which just interrupts the flow at later stages when the whole room is littered with bodies.

I'd suggest the sword to be an actual cone area attack. Feels weird to slash only one enemy when facing a big crowd.

heroyooky responds:

Thank you for the feedback, it's one of the reasons I uploaded here. I added sticky bodies so the player would have to change up their strafing pattern, but if people are finding this annoying I'll for sure remove it.

This could actually be quite fun, just the performance is really poor with multiple enemies and effects on the screen. Also, the jumping and air control feels quite sluggish and I would like to see a hint when my ammo is empty or you automatically drop the gun.

RatThing responds:

Cheers for the feedback!

Yes, performance was a major issue for this one. Unfortunately my source code depends on some pretty heavy duty post processing and animation packages. Next time around I am going to look for some computationally cheaper alternatives.

I did actually have a mechanic for alerting the user when their ammo was exhausted - when a gun is empty it can play a clicking sound. Unfortunately I never got around to adding this sound effect to each of the weapons (only the maggot gun has it). Next time around I'll probably go with just dropping the gun automatically, like you suggest. Would probably feel a lot more fluid and suits an arcadey game like this much better.

Making Premium Adult Games with actual gameplay and high quality lewd and naughty content!
Main Project: Nitro Girlz: Paradise
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Giant Floof @GiantFloof

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Joined on 8/27/19

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