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Unknow0059

31 Game Reviews

6 w/ Responses

Nice. You should be proud that you finished a project.
1. Next time, don't do mixels. It's when the pixel size is not constant. 'Mixel' is a pixel art term that is shorthand for Mixed Pixels.
2. In the second level, in the bridge, before the jump there is a checkpoint. Right after the jump there's another checkpoint. Don't put checkpoints so close together, it cheapens them.
3. The bosses aren't telegraphed well, it's hard to tell what state they're in because the sprites don't change much. It's a readability issue.
4. Add invincibility frames after being hit. It's possible to get stuck in a knockback loop where enemies hit you and you get knockbacked and then you hit another enemy which starts it all over again.
5. Add a pause indicator that indicates that the game is paused, in the center of the screen, or with some other image change such as changing the color of the game.
6. Attacking is possible while paused. It shouldn't be.
7. It's impossible to jump off the top of a ladder because the character is in the neutral climbing state. He should only be in a climbing state when not on top of the ladder.
8. It should be made clear to the player that touching the eagle that drops projectiles that hurt does not hurt. The eagle can be used as a platform but the game doesn't teach you this.
9. I liked the fact that I could skip most combat encounters with platforming, because the combat is poor.
10. I liked that I could equip helmets by walking over them. But I should not grab helmets if I already have one.
11. Apparently I can get damaged after dying. That shouldn't happen.
12. For some reason I can float at arbitrary moments during the cyclops boss. It should be made clear to the player what is causing that and when/how it happens.
13. There should be a delay between attacks so that I'm unable to spam them.
14. The total score should only be displayed at the end of the game, since this is not a roguelike nor is it an arcade game.
15. The graphics for the cyclops' laser are truncated. They should have some sort of effect at their endpoint so that it doesn't look weird. Like a shining 'hit' effect.
16. The cyclops should stand still while he's 'lasering'. It's unfair for him to turnaround instantly when you try to move around him.
17. You should replace the 'bat flying downards' graphics in the cyclops level with some sort of particle that would make sense to be falling in a cave. Because it doesn't look like those things are flying bats. They look like falling particles. Bats have a certain flying pattern, and that pattern is not falling downwards.
18. The fight with the cyclops was really not fun. I had to spam jump and attack to kill him, instead of using the designed way of battling him to defeat him.
19. Add a hit indicator for when bosses are hit just like normal enemies. Otherwise, it's impossible to easily know if an attack landed or not.
20. When I'm hit by the Minotaur's ground pound, I die instantly even though I have 2 hearts left.
21. (This is wann3's point summarized) add keyboard support to the continue screen.
Try not to worry about the score I gave. The point is to improve, not to seek good ratings.
IDK if you should fix these issues by updating this game or if you should learn from them and implement them in your next project. Your call.

2020/06/09 Updated review:
Fixed: 2 (third level actually), 4, 5, 8 (replaced by block), 20, 21
Everything else has not been fixed.
New or updated issues:
7. At first I thought the ladder issue had been fixed, but this issue is present specifically in the second cave level, where the platform-eagle used to be.
10. In the first cave level, the only equipable helmet is the first one. You pickup the second, but don't equip it. The third and fourth are not pickupable. It's rather inconsistent in the second cave level, too.
12. I cannot tell whether this got removed altogether or whether it was not triggered during my fight.
18. The cyclops fight is still not fun and you still don't fight him the way he was supposed to be fought. This time I cheesed him with the bow from afar. I don't remember if I had it in the previous version, but I don't think so. The boss has been trivialized, which makes fighting him less of a pain, but ultimately doesn't address the design issues.
22. The controls in the title menu don't actually tell me what the controls are. Those are just icons that represent in-game actions, they're not controls. The controls are those in the description: XZSCD. And of those controls, Spacebar (Attack) is missing.
23. You can move your character in the title menu. It seems you shouldn't be able to, because he slides on the floor instead of walking.
24. You added totems. The player doesn't know what a mechanic is for unless you teach them. You have not taught the players what totems are nor what they do.
25. In the (new) cave level after the cyclops, there is a section with two ladders and two moving blocks. If you fall off straight down from the first ladder, you die because of a pit. If you fall down from the second ladder, you don't die because there is a collision box off-screen preventing you from falling and dying.
26. The aforementioned section is bullshit. Sometimes when you climb down the first ladder onto the second moving block, you are pushed either left or right, which makes you fall and die. If you manage to get onto the moving block, you will be pushed by the wall to your right, because it clips your head. The game is unfinishable. Playtest your game before making any sort of update to it. I feel insulted.

juanfilix responds:

Thank you for your feedback! is really well done and complete , i agree with you in most of the points you say
1. i do the mixel thing because i was in a hurry to upload the game so i took some sprites that dont match with the style because you can't create anything perfect, first you create them and then you improve it and perfect it.

2.the checkpoints is so close because people wanna fight again with the boss when they die
immediately

3. i agree with you with the cyclop boss , you cant tell when you landed a hit on them, but minotaur close has a sound, and maybe its because there is not tutorial for the fights but when the minotaur gets weak after he attack and closes his eyes , thats when you need to hit him

4.The invincibility frames and pause indicator are great! i love it and i will definitely implented them , the eagle has already been replaced by an appropriate jump platform

5.the attack while paused and in the die state are fixed now in my current version of the game i need to upload it soon

6. I think the combat system is not poor maybe i need it to make it more fast but i am proud of the combat system in general

7. you are not longer able to get hit after die in my current version
8. the cyclop make you float when he activates the laser because otherwise you cant not being hit by them

9. in the original game the attack have delays but me and most of the people who tested my game before the realease dont like it, because it feels like odd and not fluid

10.
the bats uses the same sine behavior that the leafs so maybe its weird of looking i will change the patron for a more realistic one
11. the cyclop one was my favorite ! because you really need to focus and change weapons fast jump block to defeat him isnt unfair its just hard, because its a boss after all

12.the minotaur instant kill alerts you long before launching the attack with sound and animation so you can run but maybe install kill is unfair, i think like 1 hearth maybe?

13.the keybord thing is something that many people have told me here in newgrounds and I will change it obviously

and finally I am worried about the score since thanks to this newgrounds I choose if I can reach more people, or the game is not worth it and should be forgotten

I know I deserve the score because the game has many errors, I just ask if they can raise the score when I update the game if they really believe that I deserve it since that way I could reach more people and my dream is that someday this game will be done famous

The girl was really predictable, and the guy had nothing redeemable to his character. I didn't care that he was broken up with, and the reasons for his behaviors weren't convincing.
The best part was the audio at the end; albeit unrealistic, it had a nice message plus I personally liked the honesty of the character speaking, and I appreciate that. Everything else didn't captivate me.

This game was part of my chidlhood. Thank you.

This game's visuals are eye searing.

it feels nice to control the character - I like the snappy controls.
And I didn't really think much of it before I saw a review below, but it's great to control the character with WASD instead of arrow keys and ZX or whatever other strange keys. If it matters to you, I used Space and not W to jump.
Please get rid of all the mixed pixels (aka mixels) though.
As an aspiring artist it's a sore to the eyes I cannot overlook.
Also, you should hue-shift the darker/lighter color shades. Hue shift towards blue/purple for dark/shadow color shades, red/yellow for light shades.
This will go a long way in not making the colors look dull.
I recommend you join the /r/pixelart discord if you can - community feedback on top of resources will help you along way in this visual facet of the game.
Overall I liked it. I don't really have much feedback on shooting the enemies and player-character positioning, other than its kind of inconsequential/not particularly interesting, which doesn't help you.

SheeplessDreamr responds:

I'm so new to all this game dev and pixel art stuff (literally started this project using only Ms paint[it's all I had]). Can you inform me on what mixels are and other tips (dm me). Thank you 😊

This artstyle Downwell inspired. Awesome.
The music can be graduated by the way. Add the different instruments gradually.
The concept was played mostly for the jokes instead of interesting design. I liked having to use only the left arrow key and jumping.

Nice. It took me too long to realize I couldn't brake nor accel.
There's less technique involved when you don't have that.
It's hard to go wrong with a sufficiently designed upgrade-based arcade game, so they're always fun.

Music's great. Graphics are great. Screen is too tiny.
I'm not sure if it was the music and visuals or what, but I was hooked into interacting with it as soon as I booted it up. Controls are not to my liking, I would've preferred keyboard.
It would be cool to flush this out. Maybe add actual game polls into it. Including text-based polls, like when you asked the player's favorite game.
I loved the meme sound effects. The Wow and the loud black man.
At some point, I got stuck into repeatedly dying to spikes so I had to reload my page/game.
It's not an adaptive game - that's a lie. But I like it nonetheless, I wanna see more.

That was nice. I didn't even know you could smack the ghosts until the imsorry level.
I kinda wish more NG games were this short.

I know it was made in a week... but I just cannot stand inconsistent pixel resolutions. Especially when it's supposed to be an NES callback.

aspiring programmer

Alex @Unknow0059

Age 23, Male

Joined on 11/30/13

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