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Cabzx

408 Game Reviews

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Controls are a little bit wonky. I think they are facing based (ala Resident Evil 1) but they should be absolutely based according to the map's shape.

Very fun and intuitive game. I find it hard to discern some of the overworld items because they are all the same color: green. I would recommend making potions fully red (or if dual potions making one side red and the other green). This is also true for the "snot shots" they are very similar in shape to the goo rechargers, I'd recommend making them a slightly different hue so that they are easier to discern. I found myself constantly trying to avoid the goo powerups instead of the enemy shots.

Try adding music and better quality images.

FelNewgrounds responds:

Ok! thx for the review

I liked the game. I think you should make the attack animation more fluid, maybe try adding movement to the body as well for that sprite. I feel the music is a little bit generic, and doesn't seem to fit the theme of the game. Maybe try adding music that fits the visual style as well. I like the screen jittering effect when you hit an enemy that is very well realized. But, I would like you to consider doing something about the death animation: the screen just fades to green lines and it is hard to figure out what is going on.

You should consider using sprites from places like itch.io many artist post art that you can use royalty free for all your games. Also, place an arrow or another indicator to show the spawn position of the next wave.

s-zenmode responds:

1. Okay, I'll see about that. But the art in this game is meant to be simplistic, meaning that any art for the game doesn't have to follow any references
2. All enemies come from the same place: the bottom right. But sure, I'll place an indicator

Edit: It should be all good now, with Version 1.2.1

I lile this game, it feels professional. Maybe you should add an option for setting the controller scheme, as having x to swing the sword is not too comfortable.

Wolod responds:

I updated the full game with this feature recently. going to update demo soon too.

The player character should move in all eight directions, limiting movement when the enemies characters don't adds an unnecesary level of dificulty to the game. It's not about having good reflexes but about tiptoing the right angle to hit the enemy from. This is a control limitation that hinders the game.

Wolod responds:

You actually can move diagonally. But attack works only in 4 directions indeed. Yeah, I was too lazy to draw additional attack animations.

The momento you hit the A button, you know you are in for a different experience.

A thing that I did not enjoy about this game is the jump animation. It looks blocky when the cat jumps off the floor.

CrounchyBrothers responds:

Yes we are aware of that. we will improve it in a future version.

Bounding boxes for the end of level sprites do not collide correctly with the player figure. This happened to me on the very first level after using the gravity controls to make the player character land on it, I didn't use the movement controls.

TristanMX responds:

Thanks! I'll fix the size of the colliders =) Let me tell you guys that I will start working on an actual complete game for this. Thanks a lot to all for your reviews and comments, this definitely told me the mechanics has potential.

Overall I enjoyed this game. I do not like the selected text font, It is jagged and not very easy to read, also it feels out of place with the rest of the game, maybe try something more blocky for a robot feel to the text.

Bombs feel useless, I think you shoud add the function to blow up the bomb once it has been fired.

Also, I am not a big fan of the control scheme, I had to go all over the keyboard to do some fairly related movements. Please consider rescheming the keys or include a custom keybind feature.

Ricardo De Levante @Cabzx

Age 31, Male

Panama

Joined on 4/4/07

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