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GeoKureli

112 Game Reviews w/ Response

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great art, great controls, really cool idea, but in the end it feels utterly tedious. levels 1-4 felt entirely reactive, with no forward thinking, and it took so long to play these levels so I just stopped playing.

it's a shame, though because otherwise it's graphically, technically and audio....ally well tuned and well crafted

drewby-games responds:

I spent more time on implementation than on level design. So that's understandable. Though I had non gamer friends "lose" as early as level 2. I plan to design some levels now that the jam is over :)

If your looking for the best puzzle, it's house 5.
Thanks for playing!

Cute and light-hearted, I laughed at the crack jelly. For most of the sections I felt like i wasn't being clever but rather just exploiting the janky physics it got cooler when I could kill people but the sword hitbox could be more forgiving

Edit: I didn't get either medal :(
Edit 2: I did :)

3p0ch responds:

Weird, the only place that should require anything that might seem janky would be the right-middle screen where you've got to time it so the dude hits an obstacle as he's chasing you. Otherwise they all have jank-less solutions:

[SPOILER ALERT: QUIT READING UNLESS YOU'RE STUCK OR HAVE ALREADY FINISHED THE GAME]

Upper left screen: easy to go down, just need the sword to go right

Middle left screen: if you're going Top to Right, trap the guy on the left before you go right. If you're going the other way, just get behind the ridge asap

Center screen: if you're coming from the left, run up to trap the guy by the barrels and plant and then you can either run down with any character or if you have Maxine go straight right at the height of the right arrow. If you're coming from the bottom you should only be able to go left and not directly right even with Maxine. If you're coming from the right then you should have Batshit by now and be able to kill him

Bottom middle screen: start running left, and as the guy runs up around the edge of the "town" to chase you run right so he traps himself in the center of the town, then run clockwise around it and you can reach the arrow

Bottom left screen: pretty much run around the perimeter of the screen counterclockwise, you should be able to trap the dude in the opposite pocket after getting Maxine

Middle right screen: run with Maxine and make sure the dude runs into a rock as he's chasing you

Bottom right screen: start running right a little so the dude gets trapped with the bushes just above and left of him, then run all the way left and only down enough to get him trapped in a pair of bushes just to the left of and below him, then run along the bottom of the screen going right until you trap him in bushes below and to the right of him. Once you get Batshit you can just kill him.

Top middle screen: you gotta go in with Batshit, enter the bottom of the rocks through the middle, go left (but not all the way left so the dude doesn't run past the row of rocks near the top) and up one level. When you're there, that will be the kill zone -- walk right to bring the dude down until he's just above you, then the one part of the game that takes real sillz where you have to go left to bring the guy down the vertical path with three rocks to his right and quickly get yourself turned around so you can kill him

If there are janky ways of getting through that don't involve doing that, then I... uh... ... totally meant to put extra solutions into the game to reward players' creativity :3

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 35

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Chicago

Joined on 4/1/03

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