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KoniWorx

18 Game Reviews w/ Response

All 61 Reviews

I'd suggest that you freeze the player's movement for a bit inbetween transitions so the player don't accidentally die. Especially in rooms where the player is really close to a gap in the next room.

Some of the hazards isn't very clearly communicated that they are hazards. Like the lava for instance. It looks like you can walk on the ground above it,

Keep making platformers, there are a lot to learn from them. I'd suggest you playtest your games more with friends and even people that don't play games much. Just to see how they play. You'll learn so much by doing this!

Good job tho, please keep making stuff!

Cornboi32 responds:

Thanks for the advice, I'll be sure to improve this and other games i'll make.

This has so much charm and gives me nostalgia for those old school educational games and strange top down games on the snes, in a good way. The sounds, animation, aesthetic and designs really vibe well with type of thing.

Stepford responds:

I'm glad you enjoyed it! <3

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

Much better experience than those jump king types.

AnderssonKev responds:

Thank you thank you!

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

MadNukin responds:

Just you wait.

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.

Interesting idea and polished game feel.

I find the concept itself to be interesting but in practice it wasn't too fun to play around with. It really halts the pace of the game and I think the mechanic would have worked better for a puzzle game rather than a platformer.

Maybe the pacing would have worked if the player also was attached to the sword somehow and had to fly along with the sword as you threw it or something. Having to walk and throw a heavy sword that stops you from moving felt unintuitive to me in a platforming setting.

Apart from that it's a well made project overall.

MadNukin responds:

In the beginning I though the same as you, but during development I played around with the sword and I quickly realized it was really fun to toss it around, try to catch it before it lands, preform any other acrobatics and of course fight enemies.
We only had 72 hours to complete it and I wasn't willing to force my vision onto it, but rather follow the fun for a more smooth experience.
But I completely understand your point, it's a point I've been thinking about for the past weeks and maybe you are completely right about it, but it is what it is!

Hah! I love how much attention to detail there are in each choice!
I keep thinking "now I've must have done it correctly", and yet, you catch me every single time.

Great job on a short point and click adventure. Although, I can clearly see what other game this is inspired by :)

One thing I think you could have done better is to have the descriptive text above the mouse as you point on the object. That way the user won't have to look over to the corners as much. Either that, or have the text under the timer. Otherwise you'll dart around left and right too much.

Frenchie14 responds:

Thanks for the feedback! I actually originally tried attaching the text box to the mouse and it was really distracting so I put it at the top. Curious what you think this game was inspired by (I was thinking of "Don't shit your pants" when I made it)

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

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