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Peti

95 Game Reviews

34 w/ Responses

I really like the aesthetics, the game looks very cute. It gives off a sorta valentine's day vibe with the boy and arrow as well. Great use of only one sound effect as well, it didn't detract from the experience at all only having one sound.
That said, I'm not a fan of the gameplay. Using only space to jump and shoot is an interesting concept, but it ultimately just doesn't work out. The game is just awkward to control and it's easy to mess up, which combined with checkpoints being rare(unlike fellow autorunner Blockade Runner) made me want to stop playing pretty quickly. I feel like the game would have been better if the one button concept was just axed in favor of space + mouse controls, it really holds the game back.
Still, for being made in only 4 days by one dude it's still impressive

Really feels like an old flash animation, sometimes i forgot i was even playing a game. The music really feels like something out of the 2000's, dunno if it is? It rly adds to it. The game makes good use of its control(can i even say controls) and mechanics, gradually using it in more elaborate ways. It's not too difficult, which makes me want to keep trying for just a bit longer. Good job!

As for bugs, the latch animation is delayed if you latch on a wall while going left.

The aesthetics are very nice, the art and music make things really fun. The controls feel good, each punch defo feels good to pull off. It's a simple game, but it works well. Kudos to the team! I like the spin wheel mechanic as well, it's a nice bonus

this game cured all my medical problems, made me achieve enlightenment, got me a hot girlfriend, made my dick grow 12 cms longer and made me overdose on serotonin im fucking dead now

Reminds me of early 2000's games, like that one where you destroy your computer. I like how you're lowkey encouraging people to replace the assets with someone they don't like lol, it helps with the vibe this game is going for being pretty much a quick stress relief game. The art and style are very nice as well!

The style is amazing, the intro really grabs you with its visuals alone. The gameplay is easy to pick up, but I think the upgrades are a neat idea. They're like charm system in Hollow Knight where they can radically alter playstyle, it's really cool. Though I wouldn't say it's perfect. Half the time it feels like you get nothing thanks to the weapon you have on you. When it does work though, man does it work. I think having the power-ups be more generalised and less niche would help out a lot.
Really simple and fun game, great job you guys!

Stepford responds:

I'm glad you liked it! And yeah, I do agree with you about the upgrades feeling shit when you don't get ones that fit your build/current weapon. It was in the name of 'inspiring' players to try multiple weapons per run, but it doesn't make the sting hurt any less!

Thanks for the kind feedback! <3

Prolly your best game yet, very nice concept! Overall a lot more refined than your previous games. I never paid much attention to Karlson, so I can't make any comparisons.
The basics for a game are there, I think the only things missing are some final touch ups. Things like sound effects, screen transitions, an animation for firing the gun those small things would all make the game come alive more. Maybe also having a dead zone so the player automatically respawns when falling to their death, instead of just falling forever and waiting for the player to restart manually. Another thing I recommend improving is the crosshair/aiming graphic, I legit thought it was just some dirt on my screen and that the game had no crosshair.
But yea, fun game.

MST-Creator responds:

After reading your comment, I just thought of adding post-processing and using another script, with the grapple hook swing animation.

thanks

I like your attempt at a main menu! Though I'm a bit confused why you can restart the game on the main menu lol. I believe all the different functions are different scenes? You're better off using different canvases and turning the right ones on and off. Much easier.

As for the game itself, it was alright. The mouse feels really sensitive and that was something disorienting. Would have helped if the mini map showed which way you're looking. The levels were also pretty tricky, I couldn't get past level 2 & 3(3 was already unlocked when I went back to the menu). Which sounds sad. Maybe I need to git gud, tho a less steep difficulty would be nice. Instead of "jump over the wall until it works"

I like the direction you're going though, at least

MST-Creator responds:

All I can say is that, in the level in which you had to jump over the wall, It is not that "try until it works" as I have beaten the level countless times without needing to "jump over the wall until it works".

I know that the mouse feels very sensitive, I tried to set it to other numbers, but none of them seemed to work well.

As for level 3 unlocking by itself, I don't know why that happened.

The only level that I wanted to be hard was the fourth level.

Not bad for a first game. The only thing I can say is instead of having the camera always look directly at the player, have them look a bit above the player. The bottom half of the screen is wasted now because there's nothing important there, giving the player far less time to react to what's actually ahead.

MST-Creator responds:

I got many comments saying that, but I never really fixed the game as I wasn't planning on updating it.

amazing

makes games and doodles cuties🐇💕... Well, sometimes at least!
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