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GeoKureli

303 Game Reviews

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Awesome idea! a neat puzzle and very educational and relevant. for most levels, I found myself relying on an easier starting scenario moreso than using strategy, especially on the last level which I thought felt unfair.

Really neat shooter/platformer, I'd love to see this expanded further but I thought the jam's theme was just kinda forced in at the end

VascoF responds:

Thanks for the review. I guess my idea for the game didn't really pass through as I expected. The whole idea was that you were in a very depressing and lonely situation most of the game, and at the end you discover that there were many teammates in the same situation and you all came together in the end. This was meant to be analogous to the pandemic situation we're going through now. I thought it was a great match for the theme.

That click feels so awesomely responsive! love the stacked sprites style. I didn't get to fish with another person :(. would be cool if there were more fish AI

austineast responds:

Ill fish with ya anytime! and agreed, It'd be great to come back post-jam and add a variety of fish

I couldn't get into in. I'm never a fan a split attention games, maybe it's a ADD thing but it always just feels slow and tedious, sry

BenedictFogwell responds:

Sok, thank you for playing!

Best atmosphere of any game in the jam. really cool story and the music was perfect. there's way too much back-tracking but I might've gone about it in a stupid way.

ninjamuffin99 responds:

bless ya george

the backtracking i definitely coulda made nicer, but oopsies live and learn baby

the most stunning jam entry I've seen yet, the music, graphics, and effects are so sweet. Just flying around feels really satisfying, however shooting is entirely unsatisfying. killing an enemy isn't satisfying either, they just fall, an explosion would have been cool. The shooting just feels weak, tiny and ineffective and none of the upgrades make me like it more, a strength increase would have been great.

Suggestions: bigger stronger bullets and more explosions

filipp8 responds:

I am working in that direction, just for fun.
Will update after the jam ;)
------
Edit
I added explosions and some other things like ingame hints.
I plan to add more content. Would you mind play it again?

best animation I've seen in the jam so far, love the art but I thought the levels became a little tedious, namely going up stairs with the floaty jump (check out my Dial-A-Platformer on NG for figuring out jump vars)

Suggested keyboard control changes:
Left/Right arrows, A/D: move left/right
Up, W, X, K: Jump
Z, J: Punch
Down, S: ground pound(in air) eat(on ground)

Gamepad didn't seem to have an eat button on my switch pro controller and joystick didn't move the character

catproX responds:

Thanks for the feedback and I will check out your game. I plan to push out an update for controls, and a bug with the turd missles. As for eating on the controller it was down and X, I believe.

Also thanks for the answering my questions on the forum and on discord.

It looks great and shooting feels really great, I like your take on the theme and I like that the better you are the naturally harder the game is, but I thought the actual combat was really unfair, you have so little time to react when you see the enemy, by level 2 I feel like I have no chance in not getting hit (which makes me depend on the ghosts more, so I assume it's on purpose)

I would have liked to see slightly slower, less damage spongey enemies, but in higher numbers

SuraimuStudios responds:

Thanks very much for the feedback! Yeah, I've tried to make it so the player can't get level 3 without dying on level 2 at least once xD, but I guarantee you that more enemy types and juiciness are on my to do list.

A nice looking game and unique take on the theme, but the theme-fitting mechanic didn't show up until level 11. the first 10 levels were incredibly easy with 1-4 enemies max, and then level 11 introduced the mechanic with no explanation and like 20 enemies. after that I never saw the mechanic used in a different way.

I'd like to see a better difficulty curve and overall flow. right now, all levels are either too tame or too hectic

Edit: I still say it would have been nice if the tutorial was integrated into the main game, and the new mechanic was introduced at a less hectic point.

HealliesGames responds:

Thank you for your feedback, GeoKureli!
However I can contradict you in some points, as the game works exactly as I want:

The first floors are for the "build-up" and leaves the opportunity to take some power-ups; the number and types of enemies increase with the floor increasing.
The game starts to engage in the middle of the floors.

In the main menu there's the tutorial button, which explain every single game instance, so you are prepared to face up the game.

My mistake was not making it mandatory to follow, as it is normal to feel lost with this mechanic.

Wholesome AF

George @GeoKureli

Age 37

Corporate shill

Chicago

Joined on 4/1/03

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