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LunaticDancer

38 Game Reviews

9 w/ Responses

Nice job, but a bit hollow. The aesthetics almost match with each other, the music is pretty good, it's the gameplay that's rather dull. The constant blood splatters annoyed me.

Maan, this game was my obsession for at least a year, I remember speedrunning it everyday, cracking my poor android device so it can run this game, finding new connections and meanings with every run.
This game greatly contributed to me not being a complete moron nowadays, so I can't thank you enough!

Well, that was satisfying!

The aesthetic looked like a mixture of Hollow Knight and Ori, and it was working very well, because despite similarities, it actually managed to stay unique.
The sound design was on point.
At first I really didn't care for the dialogue, but halfway through the experience the whimsy made me care - I especially loved the tree ninja's dialog.
As a fan of cryptic secrets, I was quite pleased with the first thing required being to figure out a secret code to be played on a piano. After seeing the piano, I took a mental note that it exists and it payed off. On the flipside, I think a new player, especially someone not very familiar with games, could get lost and discouraged by the game starting this steep right away. Also, the piano looks like a one time gimmick, which rather shouldn't be used as an introduction to the game. For a good example of this, just look at the Skyrims first 10 minutes - this is a terrible intro.
What really holds the experience back for me is the combat - it's too simple, but maybe it's just your decission for the bigger version of this game, to turn even the combat scenarios into a moment to wonder about the story and ongoing puzzles. Either way, I like purposeful, challenging and fun combat, that's why I take away half a star.

Still, this is very promising, wishing you the best with this :)

Ah yes, I remember my "I wanna make a Limbo clone" phase as well :D

This bad boy can fit so many bad design decisions in it - there's this whole design doc instead of tutorial thing, like if you were actively trying to make it as bloated and uninformative as possible, while in fact you could just stop at "Arrows to move".
You shouldn't make wavy terrain if you can't handle your character walking on it - how the game feels is more important than how it looks, especially in the basic moment to moment gameplay.
The death animation is painfully long.
The third level seems impossible to pass (I can't even get to the first hand).
You should learn how to make music not restart with every screen, this will be helpful.

On the plus side, the sinusoidal movement of mice made me chuckle :D

I bet this is newb's work, maybe even your first game, in that case - you still did great, games are complicated beasts, and you''ve decently forced your own to work.
Don't give up, improve whenever you can, learn from your mistakes, and you're gonna be great in no time :)

I clipped through the ceiling in the second level 10/10 :D

You shouldn't mislead with your thumbnail, that for sure.
Was it made in TGF/MMF? Because it sure looks like it, including the ability to hang off clifs using your chin.
What I can say, is that if the player needs to fight the controls, it's usually not the best game design.

I remember starting out using TGF myself, hoping to see you learn and grow :)

Got beaten by the part in which you get cloned, but damn, this thing is incredibly juicy!

A beginner game, huh?

The game is rather floaty, try cranking up the world gravity and then scale the numbers as you see fit.
The aesthetics are beyond programmer art, but I too have this problem often, and need to be reminded by designers that stuff I make is ugly.
What would improve the game quite a lot would be a background image of some pixel art sky, just embed it as the camera's child and see.

Good job having the thing done, hoping to see you improve!

A very nice demake, I can see Shovel Knight inspiration going as far as adopting the control scheme :D
As a souls veteran I was a bit annoyed by the enemy placement - it sometimes felt like hard for the hard's sake, not a fun challenge. Also that's a shame you didn't adhere to the actual NES limitation, especially because the difference is in the details (like the sound of footsteps).
Gret work nonetheless!

I make edgy stuff when I don't slack off too much.

Piotr Apostel @LunaticDancer

Age 26, Male

Indie Artist

Joined on 9/14/18

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