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MinatoArisato

64 Game Reviews

13 w/ Responses

It's a game, but I don't think its really portal worthy

T9Studios responds:

I agree. The reason I uploaded it was because I wanted to get the game on another site other than scratch.

That was pretty neat, I liked the sound design and challenge in the ice cave where the crystals just start shooting off when you break one. It took me a few tries, but once I realized I could just recover heat by breaking one and hovering in a safe spot for a bit it felt pretty fair. I ended up getting some crazy momentum and zipped through it. Pretty cool game.

morazor responds:

Thank you!
The cave is the part of the game I'm most satisfied with. I like how it came out in terms of gameplay because as you noticed you can take it slow and careful or try to speedrun it with a greater degree of risk. Also I like how it feels in terms of mood, most of which is also thanks to the beautiful music by Meydän. If you liked it, check out his other works, there's a lot of good stuff!

Towels don't show up in the mirror after you've placed them and exit out of the reflection, IMMERSION BROKEN!

no really though, point and click adventure games are rare on here, pretty cool little demo, though quite short. It's only what, 3 rooms long? though the puzzles were pretty straightforward and easy to understand if not a bit strange. I think playing an adventure game from the perspective and in the world of some kind of royal duck is interesting though, and how that might change standard situations or the objects you could find or use. Anyway, good luck with your project.

TwoPigs responds:

Have to admit, we forgot about that the reflection LOL.. Will definitely update that! Thanks for playing our demo and giving feedback! Glad you've enjoyed it so far! Cheers!

Really liked the simple mechanics, calming music and easy puzzles. It never gets too complex and every solution can be solved with a little trial and error given the small plane if you get stuck. Quite enjoyed it along with the additional mechanics like the power grids and sliders. Only bad part I guess is that there's an ad to buy the full game at the end. Not that I don't think you should make money off your hard work, I just like to disconnect art from money so it was a bit of a jarring ending. All in all I quite enjoyed it.

Rarykos responds:

I'm really happy you enjoyed it! Thank you for the kind words! You're right, the ending is a bit off because of it. :(

I like the visual style, but some of those levels have some really pixel perfect requirements with the cannons. Specifically that first 3 cannon level where you end by smashing through the glass wall on the right. You have to make two pretty much perfect angle shots with no real indication where that is besides trial and error. There's another one later when the spinning blade arms are first introduced which can also kill you in the cannon while you're aiming.

I think it's got potential, was surprised the recharge mechanic wasn't used more from the getgo.

Just finished it, the visual style attracted me since I love the look of the gameboy. I've got some mixed opinions on it though, so don't take these criticisms badly.

The good: The graphical style, presentation and music are all great. I love games that show and don't tell, just drop you into a setting that you don't know where it's going to go next. That's what I got here when I started, some dreamy state that could lead to anything. Also you had a ton of levels, which is great as most ludum dare games are often pretty short. Also the egg recall mechanic was really good. I was surprised at how well it worked.

The bad:
I did get stuck a good chunk of times, usually when the egg and the player had to occupy the same space in an upper platform and I'd recall it into myself. Thankfully you've got a restart button so its no biggie.
Although you had a ton of levels, some were more well thought out than others. I do appreciate that you employed the 'show off new mechanic' before each new segment, but the levels themselves weren't all quite as interesting beyond the initial mechanic introductions. I think the best ones were a few of the switch and conveyor levels with the button blocks. Also the falling platform sections are always fun, though the girl isn't much of a jumper as it doesn't seem to be the game's focus.
There was a lot of recalling the egg upward through one way platforms (for the egg) and I think those sort of levels crowded the game a bit. It often felt like I was repeating stages rather than playing new ones.

All in all, you made this in 48 hours? fantastic job. I'd like to see more gameboy aesthetic games in the future.

Really don't like the mouse movement, would prefer WASD. Presentation is pretty good, though it would be nice if there were more mechanics or heroes leveled up or something.

I like it, though the pacing is a bit fast to start. Like you start off with one plant, and the spawns start quickly but they're still manageable. Since they come at a set rate and there's no breaks though, you get overwhelmed pretty fast. Like I wanna water the fuckers but I have to stop every few seconds to kill shit again. Maybe the idea is that it's a smash tv style arena game, but I think it would be cool to have either longer spawn times after clearing out a plant long enough, or have some kind of pesticide so you could at least purify the area you're currently working on. Because when I was playing I would purposely try to put everything on one side so I'd have somewhere to run back to. Could also do the round based thing like a TD game where the rest period is between waves, but that could also slow the pace of the game.

I really like the gardening theme though, the spritework is pretty great and the music is stellar. That's my two cents, hope it helps.

jesus is that the lusty barfly flash in here? this is a stellar wall, I love it.

It was pretty laggy in my browser, not sure if its just me, but yeah the game concept was a little hard to pickup on that first level until I realized movement and shooting was the limit of your flame. I think that could be solved by like a flame meter or a more detailed visual cue of the flame on your head or something. Puzzles were a little weak at times with a ton of leeway later on. Was there supposed to be a boss at the end? or does it just end there in that big room?

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