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GeoKureli

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So far, this is my favorite LD42 game I've played, it's fun and has a unique and appropriate use of the theme. I recommend continuing development on this. You explored a lot of possibilities here in your level design (and in just 72 hours!), things like platforming obstacles, requiring children to be saved in a specific order, racing to avoid getting squashed, all of these can be taken much further.

My only complaint is that the beginner learning phase is pretty rushed and there's enough uncommon platforming mechanics here to trip me up by forcing me to use them all together almost right away

dietzribi responds:

Wow, thanks a lot! We never manage to make the learning curve balanced enough when we make these Ludum Dare games (48 / 72 hours)

I really like the concept but Asteroids was probably the worst game to apply the new mechanic to. moving is so cumbersome in this game that most people are stationary the whole time ... at least I am. I'm legit gonna snag this idea and apply it to another type of game. I'll credit you, and all

F1Krazy responds:

Not gonna lie, I stay stationary most of the time as well, because I end up flying straight into an asteroid in five seconds. I think that's the one major thing missing from the game: an enemy like the flying saucer from the original, that shoots at you and forces you to move. Might have to think about whether that's worth implementing after the voting period is over.

I'm interested to see what you come up with!

You clearly worked hard on this, in such little time, but you just copied bomb chicken's mechanics to a T. Also, I feel like it's your job to balance the game and find the right fuse time. Overall there's almost no game design decisions to praise, but it's functional and looks good

Rictus25 responds:

Hey :) Y this game is inspired by Bomb Chicken, its kinda a fan game ^^ The right bomb ammount time is 3, but I thought it could be fun to let players chose their. I have to disagree about the game design part, the 3C, the box drop rate, the size of the map, all of this are gd decisions. Mix tetris and Bomb chicken is another one, etc.

A very solid prototype, definitely worth expanding on. I thought a few levels had challenging solutions, but once i figured them out it was a game of clicking the right pixel. I say show the would be path before I have to commit to it so that the entire challenge is about discovering the solution rather than executing it correctly. I must've hit the reset button 100 times, it was pretty frustrating. If you don't agree, at least put an undo button.

Mobile worked pretty well, overall. only complaint is that resetting the game leaves the Haxe/source part up until you click to the right of it. making your first move difficult.

Lastly, I didn't hear any music, and you should just set RYB by default with the ability to change in the settings. Everyone knows RYB.

Keep at it!

MSGhero responds:

Just noticed this and just noticed the music isn't working... how did that happen when it worked fine before... hmm...

amazing art as always, I'd love to see this expanded. One of the best game jam games I've played, but if you continue developing it, many things need to be addressed: Pacing is slow, hitboxes and collision are weird. You introduce new things nicely but still reuse the same level elements again and again.

Butzbo responds:

Those are good points, I especially thought a lot about how to keep the levels fresh without repeating the same pieces and structures, I had to scrap a few assets that weren't working so well, so on the last levels I went for getting the most variety out of the elements I had, that's one thing to keep in mind if I go for an expansion :)
Thanks Geo!

unintuintive mechanics. Random teleportation is the complete opposite of fair and intuitive. seems like you had an idea for a reflection puzzle , but didn't have time to learn vector collision and trigonometry.

brunuu responds:

Random teleportation?
You can tell me where, it was not supposed to.

EDIT:
I solved the problem.

overall boring. gear shifting doesn't add anything, should just keep to gear 4. the solid background needs some contrast, why am i killing people, and how do I win/lose, nothing hurts me, why buy upgrades when I'm invincible. the blue arrow should point to the goal once it's available, I never found it.

bad art (car sprite is cool), bad controls/mechanics, bad game feel, no obstacles to overcome, no real goals.

It's a decent prototype, but not fleshed out or tuned at all.

LegacyRetro responds:

Thx. Yes, prototype. I will gradually supplement it (mechanics, goals and missions).

Better than I was expecting. The UX is actually very polished, but I wouldn't have guess that from the empty load screen, and cumbersome home page.

I'm confused why I should go with a higher quality publisher with a lower royalty, I assume it's for more revenue, but that's not conveyed well.

The fact that you break down how skills affect book types in the description indicates that the game does not make this clear enough, there's also random things I wish had mouse over descriptions, like "compo".

overall, it's an interesting game, that I wouldn't have expected to enjoy.

Change the name

FIL1994 responds:

Thanks for the review.

Artistically beautiful, the mechanics are nice, its insane you got this much done in 72 hours. but the game isn't that good.you get way more life than you lose, you can pretty much run through levels without attempting to dodge. As for the theme "Ancient Technologies", it was practically avoided entirely. there's some cogs thrown in, and that's in, like you would have made the same functional game regardless of the theme.

SinclairStrange responds:

Usually I make my games too difficult and get a lot of people responding with it being too hard, so I made an active thought to make the game much easier so people can play through to the end as it's just a jam game. I guess I'm damned if I do, damned if I don't.

In response to the theme, it wasn't avoided entirely, I believe Steampunk can fit ancient technology, blimps, steam machines, cogs, light-bulbs. Besides, it doesn't just have to be about aesthetics, the reason I mimicked a mega drive/genesis game was to fit around the theme. I think a lot of people thought of the theme very literal and went with caveman/past, throwing rocks settings.

Infinite wall jumping ruins platformers. nice art/ music. I don't like that the player hit sound is the same as the enemy hit sound.

Keep at it, I think i can expect good things from you in the future, but this is pretty meh

GSquadron responds:

Ok, I will try my best!

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George @GeoKureli

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