00:00
00:00
Luckytime

38 Game Reviews

9 w/ Responses

Cute game. The way I died though made me feel like I saw it coming a mile away and couldn't do anything to stop it. The second floor boss took me to 4 hp and I only needed 1 more fight to level up and fully heal... but I used all my scrolls on the boss, had no way to heal, and as far as I can tell defending only lasts 1 turn so it wasn't going to help me. Kind of a cruel way to go.

PestoForce responds:

It can get pretty brutal!

I got 377.
Actually pretty fun once you get the hang of it. Not something I would play more than a few times though since it's mostly about patience and object tracking, two things that have been done to death by games already. This just presents that concept in a super niche way.

About the colors, it's a design decision that's up to you, but if your aim was to make something that a lot of people will enjoy then the colors and flashing don't help. It's too bad we don't know what your goal with this project was since the description is so vague. Oh well.

Overall my impression is negative, it's not a bad game but it just doesn't offer anything you can't find in another, better game. No explanation for what I was doing was a downside, controls could've been tighter (I tried jumping forward and shooting a fireball backward, but he shot it forward instead...), environments were pretty bland so there was nothing to look at, enemies were more annoying than hard (there was no reason to kill them at all so I ended up skipping most of them... and the game totally let me do it). Music was good.

That said, I did finish it. If I finish a game it's because it compelled me enough to reach the end. So you succeeded I guess, congrats.

I gave up on floor 33 from bad game design, not difficulty. The fact that you instantly respawn when you die makes it so there's no time for you to process what just happened and rework your strategy. Even a half second delay would be enough time to accomplish this. Instead I kept dying over and over because the level restarted without any warning. By the end I wanted to punch my monitor from frustration.

The double jump is JUST functional enough to work. You can't control the height of your second jump in a game about precision.... and the movement feels unnatural and slippery. Level design was decent but you reiterated on some designs WAY too many times for it to make a difference.

Some levels are fun, some aren't. Level design in a game like this is super important, I only played the first world but it seemed repetitive so I couldn't finish. The motion honestly make me feel uncomfortable and looking at such a tiny screen also hurts my eyes. You didn't really need a tutorial level at all, has no one watched Sequelitis? You especially didn't need to make me read while I was trying to play, I can figure out everything on my own except maybe the web sling which you could've put in a chest and explained when I got it. The music feels thrown on top for the sake of having music, and there's barely any story to keep me motivated to finish. The one good thing about this game is that moving around feels really nice, I can tell you put a lot of work into that.

But the moment I saw a key I facepalmed. It doesn't feel inspired, just copied. You have a lot of potential. I don't even like reviewing games.

So fantastic, reminds me of the browser games I played as a kid but scaled to match my more discerning adult tastes. I just love love love games with funny creative writing. I would love to work on this if I had any pixel art skills, but I'm looking forward to the full release.

TwinBlazar responds:

Thank you ^_^

The screen flash and that sharp sound effect when you take a hit literally hurt me... irl.
It's a new concept to me and would be fun to play if wasn't so painful.

This game and thousands of others use "love" as some kind of plot point and unlike super meat boy there's not even a clever analog here where the two characters have some kind of relationship beyond being love interests. It's lazy writing and it's got to stop. I don't care about whoever she is so stop acting like I need a reason to run around and throw crates, it's insulting on an intellectual level.

Now that that ugliness is out of the way, the game ran, looks, sounds, and controls fine but one little detail that you forgot to put in the tutorial is that throwing crates at enemies is the CORE gameplay. You tell me how to do it... sure. But you never say why I need to do it. I didn't make the connection between throwing crates and healing at first, so I thought if I could just jump my way through this game then why not? Died my first time, and noticed that my field of vision got smaller the more damage I took. Little did I know that it got smaller over time regardless making it harder to see and that's why I was taking damage.

So I thought "well I just have to take less damage" tried again without throwing crates, same result... but I noticed that my health was going down on it's own. Then after receiving no help from the game I FINALLY decided to look down in the description so see what the fuck was going on. That's where I learned about the health restoration mechanic. Tried again and beat the game easily, but I walked away feeling conned. Like if I just knew how to play from the beginning I wouldn't have wasted so much time.

Use this my friend... USE IT TO GROW!

Zielak responds:

Constructive criticism is always welcome. Noted everything.

Thank you very much for the review, I'll surely use it to grow :)

That was one of the best experiences I've had on this site. I don't like scary stuff, but I love unsettling things which this was. The effects were 10/10, and the art brings me back to 2D Boy's games, which I'm a huge fan of. Overall just a wonderful little package, it shouldn't have such a low rating. The difficulty is just enough to let you get by even if you fuck up a lot, which I did lol.

Nice little game. Good level design and it looks nice and has a unique mechanic. But the movement is so wonky that I just couldn't enjoy my time with it. It doesn't feel natural. Like other people have said hes a bit slow, but also I can't control the jump height with timing, and the gravity is way too high. Hitting my head on a block makes me drop like a brick, which makes jumping between two closely spaced blocks a nightmare. In level 13 trying to jump over the sheep was so frustrating that I just let it walk all the way to the end of the map so I didn't have to deal with it. Ladders need to be reworked, pressing right or left on a ladder does nothing when it should let you drop off. If I had to describe the movement with one word I wouldn't call it fluid, it would be more like nails or sandpaper.

If you're a fan of your own work, then you'll be fine ~ Start small. If you can't, then start smaller ~ If you don't love what you put out, don't expect anyone else to

Age 32, Male

Process Improvement

AAS Mechanical Engineering

North Carolina

Joined on 8/6/09

Level:
25
Exp Points:
6,610 / 6,940
Exp Rank:
6,325
Vote Power:
6.66 votes
Art Scouts
5
Rank:
Civilian
Global Rank:
> 100,000
Blams:
1
Saves:
26
B/P Bonus:
0%
Whistle:
Garbage
Medals:
242
Supporter:
4y 1d
Gear:
1