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TankTheta

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I find the cherry jump system to be a bit too inflexible for a platformer.

HenrySanchezNG responds:

Next will be a super turbo mode ninja pirate with like a million moves and zero cool down for all abilities.

(I'm serious)

I really think at the moment the input delays AND the lack of telegraphing from enemies is massively hurting the game in terms on my enjoyment.
As well as it feeling like the style's in conflict. I am constantly questioning why there's victorian era baddies in a game where you have a clearly cybernetic arm and the bosses (as well as the main character) feel straight out of anime instead. This idea needs clean up, but it certainly has potential.
I wish you luck, but you gotta fix this game a bit dude.

It was an enjoy but flawed experience.
One of the main issues is the redundancy of the attack completely (I can just use dodge all the time and there's no benefit to killing enemies)
The other issue that end game, it becomes so fast that I as a player feel disorientated and ill. It just becomes frankly overwhelming to the point of quickly losing enjoyment. I got to about 337. I would love to see this concept be developed into levels with more enemy variety, more player actions and hell even boss fights. Because I could see that happening if you're smart.

Goodluck :D
I'll be voting for it as I enjoyed it alot even with it's flaws.

It's just the gameplay is frankly without challenge. You are so limited in your options and the enemies are all the same. So there's no nuances or ways to raise the skill cap. There's a cool kinetic feel but this needed more meat on the bones frankly.

The camera is downright awful man. Seriously, this is unacceptably bad.

It's a simple but fun little game. I feel like it should be expanded upon, since you got some nice gameplay ideas (such as the white being defensive shields, even being able to be put around the player to stop them shooting), and the car boss was fairly difficult (The Grampa could of been more difficult, he was more defense than offense)

I reckon, make the patterns more complex and interesting, use more varied mechanics, improve upon the level design (It was frankly just a corridor), and make better reasons for enemies to fight you. The story was incredibly bare bones and random.
Also, I would like a no kill route, which is more difficult but rewards the player in a sense.

All in all, not bad, I would love to see this expanded upon in future. Into a much larger game with more interesting and difficult foes.

Delunado responds:

Thank you very much for playing! I agree with your ideas. It is a Game Jam game so it was made in just 7 days, lots of ideas haven't been included because of that. I'll take them into account, thank you again!

Got to 10k. You needed more enemy variety for sure. 2 enemy types, it's too simple.
And the player is incredibly simple too (No attack or combat variation). I can't rate higher than this until you do more.

It needs alot of work, but there's certainly potential here. One of the main issues is that the boss design feels simple and really rough. The other is the obstacle hitboxes (especially for the plants) is unclear.
And the player has very little avoidance options. And very ineffective feeling gunplay.

Refine it more :D

A man chasing a star in the sky. Chase your dreams, even if you set aflame for them. Because they are what fuel your heart.

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