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Sodoj

20 Game Reviews

10 w/ Responses

immaculate level design and a worthy successor of the first jeri tower. the shooting mechanics are simple, yet smooth and extremely responsive, it feels great to blast eldrtich abomination lvl? death's heads, the juicy particle technique you went for pushes the pico-8 to its absolute limits and i cannot believe you made it work in 60 frames per second, incredible technical achievement, seriously, hats off! i'm sorry i went on a tangent over particles and shooting, but it just felt so good. as i'm writing this, i'm wondering how long this review is going to be in the end because if i spent a good solid paragraph complimenting you on the shooting and seriously technically impressive pico-8 particle systems of guts realistically splattering over the floor in 3d space, how much space will the rest of the game take? okay, lets get back on track i guess. the shooting is one thing, the guts are another, however, the movement???? the movement is its own different beast. im sorry for the spoilers dear viewer (and not so much sorry for spoilers succojones since you made the game), but i mentioned earlier that this game has a simulated movement in 3d space, yeah i shouldve waited until now to bring it up, i'm so sorry, i'll be careful to structure my sentecnes more carefully in the future. anyway, yeah, the movement kicks so much ass like holy shit this would even make freds72 blush, ive played so many of his games and read all of his devlogs, but the movement in his games always felt clunky and restricted by the pico-8 console limitations like limited colors and slow text speed, but however this game managed to break all of that and actually offer a seamless type of movement where every object feels like a proper 3d object and not some bullshit billboard baggins sprite rotating and being constrained by underpowered 2d console. seriously, hats off to you! it is seamless just as dark souls 3 seamless coop mod is seamless, i cant see any seams, the culling is flawless, no need for painters alghorythm bullshit i dont care about this this simulates 3d polygons so well its amazing it makes you think pico-8 was always a quirky 3d retro game engine to begin with like the movement is so good holy shit, its not rigid and static, it has momentum, its like mario brothers the arcade game or red alert on virtual boy god damn it feels so good, seriously hats off to you! and dont even get me started on the level design, its so. freaking. good! ! ! you constantly need to think where you move, what type of bullets you shoot and how every decision will affect your

succojones responds:

not reading all that but thanks :)

ay yo, welcome to newgrounds

LionYawn responds:

hey! Good to see you here

papir

crow-seeds responds:

true

This game was a blast to play! It's a great blend of pacman and qix, polished to perfection. The music is bouncy and upbeat and the visuals have just enough life to make everything vibrant and pleasant. Well done!

Aside from this blatantly copy pasted review from your bigmode submission, I'll add that it's very easy to farm score infinitely in the NG version once those solar panel muncher bats are introduced. Maybe it would be a good idea to reduce player's score for every tile they munch to remedy that.

Edit: While the time limit is a very cool idea, there are two issues with it in its current state, the first one being that you can get <1000pts max from the time limit, while making a simple full combo row grants you 550pts, which you can form in seconds, it's way more optimal to use 4-5 seconds to farm two fc rows. That brings me to the second issue, the game doesnt end when the time runs out, which technically allows for infinite farming. In earlier levels I managed to farm a life in like 2-3 minutes and i'm sure even more optimal ways of farming could be discovered, it's even worth losing a life or two over it because it's pretty easy to obtain a new one

There are thousands of ways to remedy this, but I'll leave that to you :p

succojones responds:

Thank you for the kind words! You can't farm them infinitely because of the timer, so if people really try optimizing score they'll have to balance farming score from them and time bonus / keeping lives for the extra points at the end. I think...

you guys made incremental games fun

heyo, this is a great prototype! i also made a "breakout but the paddle is mario" prototype way back that was eerily similar to what you have made, so i got some thoughts on your game. that prototype is long gone now, so its nice to see others give it a shot!

the presentation is great, in shorter bursts it offers that dopamine rush other great arcade titles do and, i may be biased, but the concept offers so much potential!

it is a really nice base, but it's held back by a couple of major flaws. the first one is simply being able to have multiple balls in the game, which causes a very chaotic and/or unsatisfying gameplay. chasing the balls around and trying to play the game in the most fun way where there are crap ton of balls flying and everything is shining and hectic is at best inefficient and at worst a fruitless endeavor that will also likely result into quick death. having one or two balls makes the game manageable, but also at the same time much less interesting. the balls are fast and hard to predict and player can only do so much to get involved and do something about their current predicament.

that brings me to the second point, the player does not have that much of a control. in theory, the robot dude is a cool little dude and he does more than a breakout paddle, he can walk, jump and run, but in practice, like in real life when you are a little kid, if you try to do anything crazy, you get sent to a corner to think about what you've done. giving more options to the player, not just in terms of player characters mobility, but in general could bring the much needed life to the gameplay, as it is now, it feels more like playing fetch when not going for a multi ball dopamine rush.

sitting in the corner isn't so bad of an idea in this game actually because collecting three or four balls and then standing in between two platforms in either of the corners basically makes the game play itself. this cheese strat is very consistent, very rarely did it cost me a life and it was usually when the ball unfortunately phased through the first layer of the platform, but it happened very rarely. i have actually gotten the high score as of writing this review, and by the time i was done and wanted to move on, i had almost beaten one more level by accident because of how many lives i had.

with that said, i think it says a lot about the presentation when the game is appealing even in this unintended pachinko machine state, it is mesmerizing watching the balls bounce around without a care in the world. also, while the player character might feel limiting, but he still controls smooth as butter and the game generally feels very nice.

i hope this was fair and i apologize if it sounded too harsh. the problems i talked about were also some of the many problems i had faced while developing my version of the game, so i felt compelled to share my experiences and maybe offer something insightful. i hope you give this concept another shot sometime in the future and whatever you end up making next, i'm looking forward to it and i wish you the best of luck!

this is pretty rad

right in my childhood

samo furaj samo guraj

QualityStuff499 responds:

Opa! Balkanac! Kako si prepozno?

this game made me much less productive

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