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GallowJolt

22 Game Reviews w/ Response

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Game looks great but like others have said, the collision is a bit frustrating to say the least. I think it'd help if the laser weapons and guns had a couple preparation frames to show theyre charging up their attack so the player can read the warning and try and avoid getting hit, only because it sucks getting killed without being able to do anything about it.

Overall pretty nice, has a couple downfalls but overall it plays well enough and I was entertained throughout the whole thing

NickUrs responds:

You're right, maybe I'll add sound when the player is close for turrets.

First off, should mention how great the art is, you guys really nailed the retro style while also giving it your own spin. One of the things that became apparent when I was playing the medium level set was how much was going on. I think the leaves that linger on the screen tends to take my attention away from the enemies that throw projectiles. Some other things look really nice, but overall just add to the confusion, like the stars that erupt from enemies when you kill them. All in all it looks really good but there's definitely such a thing as too much, there's an absolute ton of stuff going on.

What I would suggest is an option to turn off the extra stuff, because I think it does give the game a unique style but I can easily see why it would make the game frustrating or downright unplayable for some people. Apart from that it's a pretty solid platformer, hope you can turn it into something even better

TristanMX responds:

Well, a feedback at least! Most of the people just complains, and I can tell by the analytics that any of them had gone further level 1.

Thanks for noticing the pixel-art details, I perhaps over did it but anyways, I wanted to make it appealing. One thing that happens when developing is that you get used to the things on the screen so it didn't occured to me that the details were distracting people. I may need to make it "less noticeable", however I wanted it to have that many detail. This was just a Demo that started as a practice, that's it, and ended up being this game... I may do some more on it but I'm not sure if I'll turn it into an actual game... support is needed, likes are pretty much enough for now.

Thanks for playing, and I hope you're able to see all the 3 stages they have more challenges, I mean real challenges and more art that NOBODY has seen... most of the players are used to quick rewarding games, this is not one like that.

Great little thing, I feel like the forums are an underrated part of this site and often gets overlooked so it's pretty nice to see this on the front page, well done!

Little-Rena responds:

The forums are pretty cool, more people should stop by! Thank you!

Merry Christmas everyone!

Short and sweet. Level 22 gave me a bit of bother but I had a little eureka moment when I figured it out. The art is pretty nice and the gameplay was enjoyable.

I'd love to see a sequel with more obstacles and such!

nyunesu responds:

Thank you a lot! (:

I think this game has a really neat concept. It is pretty difficult although I feel as though the game relies too heavily on the idea that if you mess up you'll usually just reach the bottom. As well as that, metroidvanias usually have multiple branching paths, and in this game it seems like one continuous straight path. Metroidvanias tend to have a really light puzzle aspect but that aspect seems to be thrown out the window for this game.

Another thing to note is that it would be a neat idea if the icons on the powerups had maybe a bit of flavour text to them, I didn't initally realise what the grab technique was for until I messed around for a bit. Additionally, it could be neat if you initially had a safe environment to get used to the new technique, the first grab being something that you will start from the beginning if you mess it up feels a bit cheap imo.

That being said the artstyle is pretty neat, sound effects could be tweaked a bit, had to mute it after a while because it was getting a bit annoying. Overall I really liked the concept of the game and I hope you're able to make something out of it

mmattugh responds:

Thanks for your feedback!

This is all stuff I will definitely account for in the future!

Sweet concept, nice potential, and the milestones really help with replayability even if it's just a cosmetic thing

I'd recommend adding different colour themes as well

itsallgoodgames responds:

i had themes in the past but it got a bit crazy so i settled on a consistent look instead.

Nice potential. A few things I'd recommend doing but I'll get to the more important stuff first. I think the camera should be placed in such a way that it can show the whole level, right now it's focused on the player and it can be a bit disorientating. Speaking of which, the background parallax doesn't help all that much either. It doesn't break the game but it definitely hinders it.

As for the sprites I think the spritework is really nice, I love the attack animation for the player. I feel as though the zombies should have some sort of death animation as it's a bit strange how they just disappear as soon as you attack them. Another idea is to maybe give the player a ranged weapon and use more varieties of enemies to spice up the gameplay a bit. Not taking any score away from you because of that because this looks like more of a test than anything.

Overall I think it's got great potential to be a really enjoyable game, thanks for sharing with us :)

AndresOreos responds:

A death animation for the enemies will be made a new issue for future releases.
We are 2 programmers, and the artstyle for a death animation was missing.. but I do have blood.
The parallax background could be changed as well, I will make this issues on the github

Thanks for giving feedback!

I think theres good potential for a great game here. Instead of using squares as enemies they could be invaders and the blue square could be a 3d model of a hero. Might be able to add multiplayer in there as well, and it might be cool if there were more than one flag to protect, along with different kind of maps. Instead of a roundtower it could be a squarish castle with different levels, and you could have a jumping ability to get around.

Just a few scattered thoughts from me, hope this turns into something more, it's a really neat concept right now imo

PattingDoggos responds:

Thank you very much for your opinion :D, your ideas are great!

The game has good potential, but you gotta fix the bugs where boxes can be on top of you and you have to shoot for a while to finally get them off, and I would recommend changing the "jump" and "shoot" buttons over. That last part was a personal preference but I think it's a global preference.

Menu graphics need a touch-up and there should be a prompt as you hit escape because it's just a sudden *poof* and you're back at the menu. I'll give you 2 stars for the game itself and half a star for the fact that it has controller support, although it shouldn't be the biggest priority, I'll admit.

MrNannings responds:

I changed the controls to your recommendation, that is also my preference. I thought the global preference was different.

I'm still thinking about your other points.

Thanks for playing.

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