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KoniWorx

61 Game Reviews

18 w/ Responses

Can't clear the second jump in this stage. Did you accidentally make the game impossible to finish? Or did you not include a prompt for a run button?

MoomooDev responds:

it's a weird glitch that Idk what's causing it

Pretty good! Lovely cameos and stuff!
I feel some of the level design isn't really serving the game feel. The player feels sorta floaty, which is great for high speeds but when you introduce tight platforming it feels off to me. I'd avoid small pillars and stuff with game feel like this.

It takes a lot of inspirations from Sonic, which isn't a bad thing. Some really good lessons taken from it. But it also borrows some of the frustrations from that game, such as spikes lined up with the momentum so you run into stuff. Same thing with a lot of enemies. I think it'd be preferable to place things like this in more predictable patterns so that the momentum is in focus of the gameplay.

Edit: I want to add that it's in the games favor that you made the levels so short, so the frustrations I mentioned isn't that painful, it's not a huge crit.

Other than those things I think this is a really polished game and it's a lot of fun to see something NG related on the frontpage that brings the community together. Great work!

Much better experience than those jump king types.

AnderssonKev responds:

Thank you thank you!

Oh my god, new content from the creator of Teenagers In Love!!

Genius mechanic! Would love to see you guys do more with this!

MadNukin responds:

Just you wait.

I love this game. So fun and relaxing to play!

I can't believe how fun this is lol. It's so simple it's crazy, but it works well.

I do wish tho that there were some kind of checkpoint system because playing the slow beginning over and over is a bit boring.

It's decent but I don't really like that it's a 3D clone of Downwell pretty much. But, it's still a job well done.

Ay boyo, toodee n topdee lookin' different!

Really funny idea. I love the storytelling in this. Great work. Glad to see you posting LD jams. The only thing I think you could have gone without is backtracking. There's not much of a reason for going backwards.

I think the level design is really strange because you can't see what you're doing. When I first started the game I had no idea what was going on.

It's a decent jam, but I get a feeling you had to rush the level design quite a bit at the end.

raulmorenotamayo responds:

Thank you for the feedback!

The idea was to have a limited field of view so you have to rely on the ball to get that extra little bit of information. But I agree, it could have been better executed.

Animator & Game Dev.
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Directed the games "Chenso Club" and "Hayfever".
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Original join date: 2004

Animator & Game Dev

Joined on 4/16/21

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