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SkyFire2008

55 Game Reviews

25 w/ Responses

I have some issues with the game:
1)Some tree branches are walkable, but it's not indicated graphically. If I were you, I'd make them more distinct, like give them an outline or something.
2)There's a short delay before you start double jumping, which feels awkward.
3)It makes no sense that the guy with a helmet can only be defeated by goomba-stomping, cause the helmet is supposed to protect you from things falling onto you from above.
4)When you restart the game, it stutters for several seconds before restarting.

Other than that, I think you can make it into a decent game if you put in a little more time, cause right now it's just too short.

LongJumpProductions responds:

1. You're right. I am not even sure why I have that one tree it doesn't really add anything to the atmosphere or the gameplay, and it could also easily be mistaken for a background element.

2. The delay is supposed to be there, but maybe I should do some more adjusting to make it feel a little more natural.

3. The green jacket he wears is supposed to be an armor, which is why he can't be defeated by your attack, but I guess haven't really made that very obvious. The helmet guy is actually a lumberjack, which is why he wears a helmet. And the defeat animation is only temporary: stomping him was meant to only stun him, there was an animation where he was supposed to get the helmet down on his face when he gets stomped (I DM'ed you a sketch to show you what I mean) but because of how short the game is I thought that would overly complicate a very simple game, it would also be difficult to animate with the model I currently have rigged of the lumberjack. Even so, maybe I should consider removing the helmet all-together if it goes in the favor of better visual communication

4. Clearly my programming skills are very basic. I knew about the stuttering, but I couldn't manage to do anything about it. The double jump's sound effect also stutters, although the sound plays very quietly so I am sure you didn't even realize it had a sound effect.

Sorry that the game is so rushed I published it to newgrounds mainly so I could share it to my friends and teachers. But it is still a really interesting experience to hear about what strangers think of my first published game. So thank you for this helpful criticism, it is greatly appreciated! :)

Enemies spawning right in front of you are pure bullshit, but I love the dynamic shadows.

ZenoGameDev responds:

you are right, maybe I should make the fov of the player wider, btw thank you for liking the shadow effect!

The controls are, I would say... unpleasant? I mean, you press a movement key and the character quickly jolts into the movement direction, as if he is lightweight and quick whereas when running you release the movement key, but the character still continues to run and then slides quite a long distance, as if he is heavy and ha a lot of inertia, and those two things are inconsistent with each other.
This also means that you have really bad air control, which makes it hard to land on enemies.

The art is really pretty, though.

I also think the game could benefit from background music, a story and checkpoints or lives, so that you don't restart the level each time you make a mistake.

Propelar responds:

Noted!
I'm already working on new projects with all these in mind! Steady movement, background music and a story! I'll do my best to improve based on all the great feedback from here, one step at a time!
Thanks for your time!

It's an alright game. However, I have several issues:
1)There is no progression. It doesn't feel like the enemies spawn more often the longer you play and new types of enemies don't appear, either. I would probably add new enemy types gradually, based on the player's kill count: you got 100 kills - big squares start spawning, you got 200 kills - shooting squares start spawning and so on.

2)Grenade launcher can damage you as well, but it's not explained in the slightest. It got me several deaths to realize it.

3)When explosive enemies spawn at your position or right in front of you, it's the biggest bullshit, cause you die and can't do anything about it. I would spawn them outside the playing area or give them "spawn protection time", when they can't hurt you and you can't hurt them, either.

I also think that background music and a leaderboard would be nice.

I feel like this game has potential, but at its current state it doesn't have much to offer.
I think it could benefit from music and other gameplay mechanics than just jumping and collecting tokens. And maybe more variety in graphics(even if it's only changing the background color).
I think I would also reduce inertia, cause sometimes the player character just slides off the platform and dies, even though you already stopped holding the move key.

Shamelessly stolen.

Wow, now this is really well made. Still some issues:
1)Guns are mostly useless, cause they're inaccurate, and all the earlier levels can be completed without using them.
2)Controls feel... I don't know how to say this, "heavy"? They don't feel well-suited for the bullet-hell section in the end.
3)Sometimes you run into the obelisks that protect the boss in the end, even when they're inactive, and it feels unfair, cause you can't see them.

Other than that, excellent work.

Hey, that was a pretty enjoyable game. I liked how you even have to use some tactics(e.g: first kill the enemies shooting rockets, and only then kill the one that shoots EMP charges cause otherwise you get overwhelmed too quickly). I have some ideas for improvement, though:

1)Make the player ship's collider a bit smaller. Sometimes when you get hit, it looks like the missile was nowhere near the ship and it makes you angry.
2)Show a different ship sprite when it's destroyed.
3)Add some music.
4)Add sprites for enemies, cause otherwise they're too abstract now, and don't fit into overall art style.

UkuNano responds:

Thanks for the feedback!

Some issues I encountered while playing:
1)Controls are too jerky: when you fall between rows of sawblades it's too hard to control, and you run into them and die. Also, it's really hard to jump onto a platform above you.
2)Controls are explained properly, for example I didn't know that you could double jump, until I realized that the level would be unbeatable without it.
3)Same with the hazards, you could've added text to indicate that the grey round things are sawblades, that instakill you.
4)There is no reason for wooden logs to have such inertia and to be able to rotate.
5)There is also no reason to use mouse to control anything, cause you don't use the pointer at all, you could've attached attack to a keyboard key.

Other than that I think with some polish you can make quite a decent and enjoyable game.
Good luck!

ITS-MOONLIGHT responds:

Thank you some much for your feedback , i'd like to point out one thing tho , the controls are meant to be some what hard and frustrating , thx again for your comment it really helps

Meh, it works. It doesn't give you enough ammo, and you quickly run out of it, also there is no incentive in fighting the regular enemies in the boss level.

Cokakolakao responds:

I will have that on mind for the next update

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