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HEKILLZALOT

11 Game Reviews w/ Response

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Combat feels good, and artstyle is cute. some of the art seems to be flickering like it's Zfighting tho and pressing 'A' on the xbox controller pauses the game instead of jumping on windows chrome browser

Tyler responds:

Yeah Z-fighting is a bit rough in browser. Its smooth in the .exe- its something that will be finessed.

Good catch on Chrome

Omg SCRATCH what a throwback!
Fundamentally, the overall controls and upgrading system are tight. Good enemy variety too. Might wanna add a break between waves tho just so players have some breathing room.

THEDevM4N responds:

thank u for feedback

Sweet! I appreciate being able to select colours quickly making this game surprisingly fast paced. Hope to see it on the apple store soon

Aprime responds:

Haha, thank you! Apple store costs $99 per year - that's a bit too much! Thanks for your interest though :D

not bad but not great. still had fun hackin, slashin, blasting, and drinking.

Borington responds:

Thanks! Any ideas on how to improve it?

cool concept, but the digging/snowball mechanics make it too easy to solve puzzles.
I didn't play all the way through, but having different types of platforms/blocks that are either hazardous, or can't have snowballs attached to them, might add to the puzzle elements of this game.
loving this character's derpy walk :P

platformalist responds:

Hi HEKILLZALOT!

That was one of my struggles with game design once I made the mechanics, actually! Digging and superjumps make it really easy to navigate around the screen, and once navigation is that easy, it's not really a platformer anymore. I'd like to use these mechanics again in a later game, since the digging is pretty satisfying, but they might be better suited to strategic, custom-built levels with puzzle blocks, like you said. Thanks so much for the feedback, and I'm glad that you enjoyed Winter Bear's chubby walk! :)

Challenging & fun! Not bad for a gamejam project.

I wouldn't consider changing the number of hearts to be "changing difficulty" though. Kinda wish there was a pause button to change difficulty, or controls, in the menu instead of refreshing my browser.

I'm glad you guys put in checkpoints cuz this game is arguably harder than the classic Megaman games. The controls are very tight & responsive though, which is perfect for this type of Megaman-style gameplay.

The level designing & enemy placements was ok, however the very first level before the very first checkpoint was a little bit TOO challenging in my opinion for players who are just starting out. It would've been better as a 2nd or 3rd level. Not quite sure what the coins & treasure is for, but hopefully it'll be to purchase that SHOTGUN you mentioned! That'd be $&%#ing sweet! Also, WHY IS IT RAINING DYNAMITE after the first checkpoint?!

I also seem to do more jumping than actual shooting until the boss fight.
The boss fight was awesome btw! Prob my fav part of this game.

The audio & visual feedback of shooting and killing stuff is very satisfying. The music choice was very appropriate for this 8-bit horror theme.

Good job :)

Gypopothomas responds:

Thanks for the feedback! I've updated the game with an easier baby mode now. It's not just more hearts, but baddies with less HP, the guy with the pitchfork is slower and baddies spawn less often.

Interesting puzzles. Besides the platforming, I haven't seen anything like this in awhile. However, having the 1 Ups readily available seems like they are a little bit too accessible which in some ways kind of takes away the challenging aspects of these puzzles.
Maybe like an earning system where players have to figure out smaller portions of the levels first before earning their 1 Ups would've made these puzzles a little bit more challenging.

sry tried to explain that as best as i could
i guess what im trying to say is that i love your puzzles and having 1 Ups makes it interesting, i just wish i had to earn the 1 ups more before completing a level to keep the puzzles both interesting & challenging.

joqlepecheur responds:

I get your point!
Well, it isn't easy to balance for a diverse crowd, I wanted to focus the challenge of understanding the new element of each level rather than build on previous ones.

Really liking this!
The movement controls are la tiny bit too janky for my liking but, everything else makes up for that. The puzzles were well thought out, and that hook mechanic is probably more fun than any spiderman game I've ever played.
The music was pretty dope, despite being 8bit.
And I'm assuming this was made in a short amount of time considering it was made at the DEMAKEJAM so, hats off to you!
Good job!

platformalist responds:

Hi HEKILLZALOT!

I'm glad you had a good time with the hook mechanic! It ended up being my favorite part of the game too, along with the balloons - I'll have to hone that in another game down the line! And yeah, it was made for DEMAKEJAM, so it was a 5-day project - I normally like to spend a little more time cleaning up loose ends and putting extra spit 'n polish on things, but such is the gamejam life! Thanks so much for playing, and I'm glad that you had fun with the game! :)

I know this game was rushed (and I can tell just by looking at it (no offence)), so I'm not going to give you feedback based on what I think of its current state, but rather give feedback to help improve your game in the future if you plan to re-release it.
This game was... meh. And for a few reasons;

- using basic platforming code that was most likely cloned from scirra's construct tutorial shows minimal effort to create an original game design (which wasn't too bad using only 40 events)

- given the current gameplay designs for player mechanics, the boss fight is nearly impossible to fight head on, and way to easy to fight when the boss has his back turned to you (this could've been improved with a block or parry mechanic, or even well placed health drops, or moving platforms)

- as mentioned before, the level designs could've been slightly improved with moving platforms, or even attacking enemies midair (I noticed I could attack while jumping, but there were no enemies that charged at me while jumping across platforms. Another design opportunity missed.)

- checkpoints on death would've been nice

- dialogue was meh

Some things I liked were;

+ All the character animations were well done, along with the art & character designs.

+ Good choice of music and sounds. They were consistent with the overall setting and "gothic/metal" theme. Would've been nice to hear some original sounds, but I still enjoyed them nonetheless.

+ Despite being rushed, you still managed to create something that was kinda fun, which is what games are usually all about.

Don't be discouraged by low scores. Keep improving upon what you have. Most games from game jams usually turn into something more than the originals.
Hope to see more.

Yipcks responds:

Thank you so much for the feedback man! I really appreciate it.

Your tips are really helpful for me because when I started making this game, I had no ideia on how to build an interesting level design which led me being stuck, but, since there was a deadline, I set everything aside and just focused on what I'm good at, which is drawing/animating, so the platform/gameplay all came very generic as I worked my way through.

About the songs, I must say I'm very luck to have found amazing people who have shared their music and inspirstion with me.

That story was insanely rushed so I ended up just trying to finish it as fast as I could.

AND YES! Bloody checkpoints, can't believe I forgot to change the spawn for the player.

Well, thanks again for playing!

I know this is just a demo, but I hope this feedback will help improve this game in the future.

Loved the intro music. Too bad there wasn't any audio for the rest of the game.
It'd be nice if there was a tutorial on how to play. It took me awhile to find out that Z, X, C, and arrow keys do stuff.
The player movement is ok I guess.
The wall jumping mechanic is difficult to use, and is especially frustrating at the beginning where the red X platform kills the player.
The artstyle is ok. My main issue is not being able to actually see where my character is, and not being able to see where the lethal obstacles are. The red X platform is easy to see, but apparently there are also darker blocks hiding somewhere that kill me when I touch them. The lighting and conflicting colour schemes make it difficult to focus on which platforms I should be jumping to.
I didn't even get far enough to use my gun on anything. And how come I can only shoot when I'm midair?
So far, this just feels like another megaman game.

VirtualClover responds:

Thanks for the feedback!
The light and walljumping seems to create an issue to the players,I'll make sure those and the other complains will be solve in the future. :)
Oh,about the sound,it should be sound on the levels....hmmm...may I ask you, what browser are you using?

I like making art, designing games, dabbling in music and givin ppl 5stars.

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Videogame Design & Development

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Joined on 9/3/13

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