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Theepicosity

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Recent Movie Reviews

2 Movie Reviews

This is wonderful!

Excellent film! The story was cute and the animation was amazing! In particular, the combination of puppetry and frame-by-frame animation looks really nice.

I sooooo badly want murder dick t-shirts now, lol!

Recent Game Reviews

8 Game Reviews

This is quite a cute little game! I do have a bit of feedback:

In terms of art and music, this game is pretty alright; I super appreciate the animations on the dice and characters, but I think the music is kinda repetitive and the font sucks. So overall it's not bad, but I don't think it's really too important.

Most of my feedback lies in the gameplay, which I think is both good and bad. I think the idea of being able to bend both the luck of yourself and the enemies is already a unique mechanic, so it's got a pretty good concept already. However, I think the concept doesn't work as well as it could because the gameplay is way too reliant on luck. Of course, given the theme there should be a fair amount of luck, but honestly to my eyes the gameplay pretty much amounts to gambling. The only parts that are actually driven by strategy are the choices to attack or defend, and the choice of which enemy to attack. The actual attacks are all driven by rolls of the dice. Add to that the extremely steep punishment for getting unlucky (a single enemy can one-shot your party member) and overall the gameplay just feels really unfun.

Comparing the gameplay to, say, Dicey Dungeons (of which this whole jam is clearly inspired by), there is quite a night and day difference in the way these two games handle luck. They both have you rolling dice, but this game basically puts you at the whims of fate and punishes you for being unlucky, whereas DD just asks you to around the dice- you are pretty much guaranteed a win if you have good strategic planning.

In order to make this game better, I would starting with giving the player more options. Give the player different weapons, different abilities, and also probably give the player more health so that they don't die in 2 hits. Ideally, these abilities should work with the core mechanic of the game; some examples I came up with are: An ability to use 3 rerolls in order to do a set amount of damage, decrease the enemies attack by some amount for a reroll, reflect an enemy's attack for 2 rerolls, etc. The ability to change the luck of the enemy is something that DD doesn't have, and I really feel like there's a lot of potential here given this new idea.

Pedroleum responds:

Thanks for such detailed feedback, its super helpful! I definetly see some of the problems here, and I think ill try to update the game after the jam ends to be more fun, fair and a bit more complex. Your ideas are very helpful so thanks!

Excellent game! I had a lot of fun with it, the mechanics are super unique and intuitive! I particularly liked how you had to alternate between left clicking to attack and right clicking to move, it certainly feels satisfying to do right. I think the mechanics work so well because of the way the enemies are designed; they all really test your reaction because they move so quickly (requiring you to change your aim with left click) and they attack really quickly, too (requiring you to adjust your movement with right click).

Oddly enough, it reminds me of the game OLDTV. It's such a good test of reaction times and strategy using such simple controls, the only difference is that this game fits into a bullet hell shell, and I absolutely love it!

I will say, my main complaint with this game is the depths of the underworld. The moving targets seem kinda cool, but with a game so dependent on reacting quickly, adding waiting cycles really trips it up and starts to seem a little unfair. This is especially apparent in the Flaming King bossfight: the boss necessitates quick reactions to deal with his teleporting and fast bullets, but figuring out where to go takes way too much time to react to this, so I ended up just throwing out my hand and hoping I hit a target, only to miss most of the time. Add to that the fact that the targets often don't line up well to dodge the attack, and it makes the fight feel very unfair. I spent about half the game on this fight alone, and it really makes the last two seem like a complete joke.

Despite that, though, I would say this is an overall super fun game! Can't wait to see what you make next!

I love this game!! The story is very cute, the graphics and sounds are very nice and I love all the little references that you've sprinkled in. I have a few things to say about the gameplay, so I'll go through each phase:

Phase 1 is really fun, the fast-paced blend of keyboard and mouse is what I love this game for, and multitasking between them was SO fun!

I hear a lot of people complaining about the download part, but this was honestly my favorite phase. It keeps with the theme of switching between keyboard and mouse, but it adds a whole load of difficulty on top of it which I love. I didn't find the difficulty too frustrating because 1) it's really fair, and everything is pretty clear and easy to learn, and 2) it has a very nice buildup of difficulty. I especially appreciated to boost button, that was a really nice design choice :)

All of my biggest issues with this game, though, have to do with phase 3. Whereas the other two phases had a good balance of switching back and forth between the mouse and keyboard, this one didn't. I was really hopeful when the popups came in because I figured they would bring back that style, but they go by so fast and aren't useful enough that I didn't even bother clicking them. This leaves the final phase feeling like just a kinda generic (and, as others have mentioned, somewhat unfair) touhou game. Combine this with the fact that the boost button is now gone, and this phase completely ruins the fast-paced multitasking nature of the game. I really wish you had made the mouse more prevalent in this section like you did in the other two, I think that would've added a lot to the bossfight.

Overall though, I really love this game! I'm quite sad that I'm not able to beat it, but I still had a lot of fun with it nonetheless. I see you've been replying to a lot of comments, so I hope this one gets to you and I hope you keep on making games with this feedback in mind. :D

FutureCopLGF responds:

Cheers for the feedback! I agree wholeheartedly that stage 3 didn't really make the most of the mouse/keyboard multitasking duality theme that stages 1 and 2 did, and ended up just being a pretty standard bullet hell. Early prototypes and concepts for stage 3 definitely featured more mouse (originally assembling the pop-up weapon was going to be mouse-based where you pick up the pieces and rotate them together like a jigsaw puzzle) but time constraints, code confusion and dissatisfaction with the prototypes lead to the compromise you see. Very glad to hear that the game was enjoyable nonetheless: thank you both for playing and the feedback (and feel free to check out the new arcade mode to just play phase 1 and 2 with some more mechanics!)

Recent Audio Reviews

23 Audio Reviews

I <3 Rymdkraft!!!

this is way too good.... I can't describe why i like it but it is just too groovy and too iconic to resist!

as soon as the bass came in it immediately put a smile to my face :D

Recent Art Reviews

3 Art Reviews

this is fantastic!

I like the background scenery, it gives very eerie vibes... the mountains remind me of the sonoran desert.

Psyerax responds:

thank you! That's exactly the setting I hoped to communicate! I have a thing for random businesses in the middle of nowhere haha

This looks like the seeker monsters from Celeste!

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