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MinatoArisato

64 Game Reviews

13 w/ Responses

This is a great piece of media, well done.

gaaaaaayyyy~

I really like the art and concept, but the game itself is very clunky right now. I was trying to wall jump in level 1, but without doing the tutorial there's no explanation on how to do it even here on the page.

So even with the wall jump, the wall grab, the slide, its all very fast, I'm fine with difficult, but when you wall jump it's not a very smooth animation, maybe the character has no air control? it's very difficult to be precise currently.

JR01Games responds:

Thanks for the review!
It's true that it relies too heavily on the tutorial to teach the game, even for a game jam, I would like to smooth this out if I ever come back to this project. All the movement is based on motors (ground & air), so its controlled over slowing down first.

Another interesting one, I was drawn to the RPG mechanics so I tried it. I feel this one is a bit easy, it did require a little bit of thinking, but it's more like a lot of small math problems. How much HP or defense do I need to kill this or that, and will I have enough health if I take the left or right path etc. Not nearly as devious as the others I've played so far, but I'd be lying if I said I didn't like smashing into things. My one problem with it was that I couldn't just hold down the key to move, since you do a lot of mashing, but lo and behold if I had just read the description I would see you included a Turbo button.

Anyway, I liked it, though I don't think I'd revisit this one like I might for the Chess or Elemental tiles, those ones are clear winners so far.

Just completed this one as well, not sure why but my brain seems to get stuck on certain types of puzzles even if the solution was simple. I checked comments and its always the same kinda thing, some people get stuck on the overly complex many stepped ones, and some people get stuck on the super simple ones like me. Not sure why lol. Anyway,

I really liked it, it made me feel kind of like Chip's challenge back in the 90s. Some puzzles are easy, especially the introductory ones, but it feels good to solve them. They make you think about your next move, and I had to visualize in my head what I was going to do a few times to save myself from trial and error. Feels good to stretch my brain. The background tune was pretty comfy, I actually listened to it for an hour one time a few days ago before I came back today to beat it. It's not a song I'd be returning to to listen, but for sitting here solving puzzles its not unpleasant, and does stick in your head, so that's a win.

I'm gonna have to try all your other puzzle games, I've had a lot of fun so far, please continue making more so I have more to get through.

Really creative use of chess pieces, probably a good way for people to understand possible movement patterns for someone learning chess too. Minus the dropping off platforms of course.

After punching tom in the face 500 times I'm sad to report that I was not able to give him a christmas gift.

My tree is fucking hideous

Extar responds:

That's the Christmas spirit. :)

aaaaaaahhhhh FFFFFUUUUCK.
I've always been fucking bad at DDR. But I love it, and I love this. The difficulty when the spooky boys show up spikes pretty hard for a brainlet like me. But I'll try and beat normal regardless. Reminds me strongly of an old game I spent a great many years with during the early internet this shit, RIGHT HEEEERE http://www.flashflashrevolution.com/FFR_the_Game.php?ver=legacy hell yeah

update: loved the pico level, this game feels very old NG to me and I love it.

Only played a little bit so far but I really like it, wanted to offer my praise along with some criticisms too.

-The art and aesthetics are fucking awesome. I love the style and animation work. Everything is very bouncy, like how the map tiles look like they're hovering. Also the mix of 3D for your weapon in the top right.
-The Isometric perspective isn't something you see very often in these sort of games, and although the rooms are small, they feel a bit bigger thanks to the verticality which leads me to...
-The jump, and the fact you can shoot in the air. I get the idea its mostly for aerial enemies, and it takes some getting used to to hit them, but you seem to have made them a bit weaker to compensate health wise which feels pretty good.
-The voice clips sound unprofessional, but I consider that a good thing. There's kind of an expectation of what audio is supposed to sound like in a game these days, whereas the audio in this game feels like its more dated and from a different era.
-The lighting is super good. This goes along with aesthetics, but the shadows and the shadow enemies on the floor are very interesting.
-I've only heard 3 songs so far, but I enjoy the music a lot.
-Stay on a floor too long and... I encountered and killed that big hulking thing. It took my entire magnum ammo and a bunch of shotgun after that, but I was scared for my life the whole time because the first time he killed me in one hit, maybe its one hit every time? where's my medal?

Some Criticisms
-The pots have a lot of health. Maybe its dependent on the weapon and how many shots go into them simultaneously, but they feel very tanky and i'm tempted to break all of them.
-enemies in general are quite healthy. I don't think this is necessarily a bad thing, I appreciate the challenge, But I think something could maybe be done to make the individual fights more satisfying while you don't have a weapon that can dispatch them quickly. Like maybe a charged shot, access to upgrades or some kind of specialization on the first floor, or enemies having some window where you can do more damage to them. Alternatively, disregard all that and keep it the same. I'm not a filthy casual, your game is fun.

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