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SkyFire2008

55 Game Reviews

25 w/ Responses

If jumping is such a vital part of your game, maybe you could've programmed the jumps properly, so that the character doesn't keep endlessly jumping as long as you're holding the W key?

MostlyMadProductions responds:

Thanks for your feedback! I have altered jumping and now you cant hold the w key to endlessly jump.

Jesus Christ, the wall jump mechanics are atrocious.

Stuck on the screen with "press space to jump", wanted to go down the pipe, but it doesn't work. Wanted to go back, but ran into an invisible wall.

DigitalLimestone responds:

Oh it's probably just a tiny blip in the platform so you can jump over it. Some of the hitboxes are a little broken (sorry)

For a shitpost, it's actually kinda entertaining.

There are several issues with this game.

Firstly, the paddle's inertia is too high, it takes it forever to accelerate to catch up with the ball, meaning that it will fall and you will lose health.

Secondly, the ball occasionally loses energy, which means that eventually it will get to a point, where it can no longer reach the blocks and the only option for you is to let it drop and lose health.

Sure, you tried to mitigate the aforementioned problems by giving out copious amounts of hp bonuses to player, but it leads to another problem: the game stops being challenging, and it becomes easy to beat it by just moving the paddle under a column of blocks, firing the ball, letting it destroy the column, dropping it and moving to the next one, which is not fun, but is an easy and fast way to clear a level.

KobaltSteel responds:

Hmm... I see; I think I will just drop this gravity mechanic for future games like this, since it just created too many problems

Thanks for the insight, btw! I'll keep this in mind!

I always loved 2d lighting effects.

The basic gameplay idea seems solid, but you should really work on the assets, cause crude low-poly models of the ship and island don't go together with pixel-arty waves.
And the levels are too primitive, the entire game can be completed in 5-10 minutes.

Also, the music loop gets really annoying, cause it's so short.

NickTheSic responds:

Thank you for the feedback! I do plan to work on this a little more, hopefully I can clean up the Art and music, as well as add more levels.

The weapon is so low-ranged, that you can get easily damaged by the enemy, if you want to get in range.
The physics is glitchy, you can get easily stuck on a wall when jumping, and you slide down hills.
Boss can change jump direction in midair, which feels really cheap.

Overall this feels like "my first Unity platformer, that I created following the tutorials".

nulledwine responds:

I've followed a few tutorials for past platformers, this is the first one I tried making on my own.

I'll work on the range and physics, thanks.

Edit: Increased range, getting stuck on walls, and boss jumps

That's a pretty alright infinite shooter.

I don't really like the controls though, too much inertia on the ship, in my opinion.
Also would be nice if pixel art was consistent, right now the pixels on the powerups, bullets and drones all seem to be different sizes. Also, for the spread-shot powerup, the bullets get rotated, rotated pixel art never looks good, IMHO.
And the "m" button to go back to main menu after death doesn't work.

To begin with, this feels not like a chapter, but merely a playable teaser for the kickstarter campaign.
Also, it seems to adopt lots of elements from the original game(kid named Gomboyssa swinging on something, fat guy that needs to be popped, etc.), I really hope there will be a reason for that later, and it's not purely because the author ran out of ideas and wants to make more of a remake that a sequel.
Also, even though the graphics look fine, the game misses the atmosphere of the hand-drawn original, IMO. And the controls seem kinds sluggish.

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