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Catalystl

38 Game Reviews

16 w/ Responses

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It wasn't clear to me that running into a sign knocks you down, since it just cuts immediately to you being knocked down, and recovering from being knocked down was annoying since you immediately start running at full speed once you get up.

The gameplay itself is fun, and I think being able to speed up at your own will was nice. You could probably make it more interesting by varying the level layout and adding more obstacles, like maybe one that would require you to slow down to time its cycle properly.

Lastly, I think the dust particles lack polish, since they aren't pixelated.

HelperWesley responds:

A few people said it wasn't clear what was an obstacle at first, I darkened the background in an attempt to make them stand out more, but I guess that wasn't enough. Hmmm.

Slowing down is an obvious feature I never even thought about for some reason. lol.

And totally agree now that you pointed it out. The dust should have been pixelated, not just a circle. That would have fit in much better.

Some of the background elements have colors that are the same as the foreground elements, which made things confusing at first (the background in one of the rooms made me think there wasn't an exit to the room where there was).

Also maybe I'm dumb for this, but I thought you were supposed to be able to jump, since the game is supposed to be like mario, and I think the slight hop in pipe stomping animation was mainly what made me think that.

I feel like the controls were introduced too quickly ingame, which is the way most people will learn them.

Other than that, I thought it was fun to explore the map and the drip effect on the pipes looks nice. The game is very polished, I just think needs a better start though.

Extar responds:

The not jumping thing was very much an idea from the beginning. The game *looks* like Mario and is an obvious pun, but that's where the similarities end. :)

The slight hop with the pipe jumping is why I put the asterisk after 'no jumping' in the description, since you *can* use the hop/stomp to jump over certain gaps, but that's it.

Pretty good.

I think the first boss was too difficult, and should be made easier so people can at least get to see there's a second level. At times there were too many bullets on the screen and they were impossible to dodge. I think you could probably fix that by making Dillbert wait a little bit after spewing bullets up into the air to fire more shots.

I also didn't know you could double jump at first, and having a sprite for Ritz aiming upwards would make it more obvious you can shoot upwards.

Chdonga responds:

Thanks for the review! I'll be sure to look into tweaking these fights a little.

I almost gave up on level 8 so you should have some hint system to keep people playing. The game feels a bit unpolished because of the changes in resolution between images, and there's no animation for when you walk around from a top-down perspective. Adding particle effects when you do things such as collect coins/land after jumping would help the game feel more polished too.

Lastly, I couldn't figure out the rules for the chest moving at first. If you did something like make it face towards you, make a line light up from you to it when it sees you, or play a sound effect when it moves, I think it would be more obvious.

Overall though, I like your game and it's very unique.

Bad.

Peter has too much gravity, making it almost impossible to dodge enemies. The enemies are placed where they can't hit you or will almost always hit you, and the only way I could win was by running in a straight line.

If you varied the level layout, added a collectible like coins to keep the player moving, and made the enemies more possible to dodge when in front of you it would be better.

The layout is kinda ugly.

The bbs post theme is a neat idea, but the rankings to the left and username to the right & down was annoying to read, the tilted trophies looked weird, and I wish you could see profile pictures.

The photoshopped tank icons for each reward last year were more fun to look at than the current ones.

Little-Rena responds:

Yeah, it's down to learning a new program, I didn't want to do it in Flash again, and because I haven't used Unity before, efficiency was way down. The 2021 BBS awards will be better looking!

It needs more levels and some kind of epic climax at the end

Ant responds:

Next time read the description

‏‏‎

A little fun but could be better with some small improvements, those being:

* Make the turn speed slower
* Make it more obvious what direction you're facing
* Draw spikes on the red asteroids to make it more obvious that they kill you on contact.

I really enjoyed this game! Here's what you can improve on:

* Make the key to press to activate an item below the icon for items such as the whistle

* Explain that you kill enemies by walking behind them (You did design the first room to teach the player how it works, but in most games you use some sort of weapon to kill enemies and you should explain you don't need one to avoid some confusion).

* The movement feels delayed sometimes and not precise enough. For example, when I'm moving right, I press down and walk down slightly after I press it.

What you did right:

* The circle that appears showing the radius of the noises you make is really helpful.
* Giving the player a chance to recover when they're found by a guard with a baton.
* Forcing the player to slow down when they are fully spotted is good because it stops players from running through the level and outrunning the guards instead of sneaking around them.
* The XP system is great because it gives struggling players an advantage that they have to work for.

bluemath responds:

Thanks for the detailed feedback @Catalystl. I'll be addressing the problems you mentioned in future builds. Appreciate making a list of things that you liked.

I make some games

Mark J. "Josh" Marvins James @Catalystl

Age 18, i;m kid

guy

skol

USA

Joined on 2/26/20

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