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pawles22

32 Game Reviews

9 w/ Responses

The art is pretty much perfect. The sounds are also really good.

The player control feels a bit weird at times, especially the wall jumping, because of the height of the jump, maybe? If that's it, then it's not bad I guess, just hard to get used to. I'd just expect the wall jump to be more focused on horizontal movement, rather than vertical.

Same with dashing, I guess (the fact that its length depends on how long the player holds down the button), although I still feel like something else is weird about it that makes it hard to estimate when the bunny will stop. I understand the fact that it's probably supposed to be a difficult, very accurate platformer, but still something feels odd to me.

One thing that bothered me is lack of more frequent checkpoints in certain areas. Sometimes you make a more dificult part after an easy one, and you put a checkpoint only at the very beginning of the easy part, forcing the player to redo it over and over again when they die at that more difficult section. Again, I'm not telling you to double the amount of checkpoints, but certain moments are a bit frustrating.

Other than that, this is an absolutely fantastic game! Good work!

Artstyle is absolutely amazing! the sounds and the music are also 10/10!

The gameplay is fun and relaxing. The level design is really great and clever, too.

There's just some bug - when I tried to repeat one level (because my move count was over the expected number), the game just skipped over to the next level over and over again. It seems reloading the page fixes it, though.

Overall amazing game!

beepyeah responds:

You're right. Thanks for letting me know. That bug is now fixed. Thanks for playing!

Music and art are top notch! 10/10

Whew, this game is fun! The slow character takes a while to get used to, but after I did, it was all good!

The level design is nice, the game is a lot of fun to play (though maybe starting being a bit frustrating as soon as I hit lv 11 lol)

It only feels a bit weird when I want to create an ice box below me (so that it stands for example on ths spikes) but it's near the edge, the box tends to fall down sometimes. But I guess that's just me being used to the obejcts being rather "stable", and it's not the fault of the game itself.

Anyway, amazing work! I somehow passed lv 11, tho in a rather weird way, since I didn't even use the button, rather placed the ice blocks on the spikes (since I truly had NO idea how to get back up after pressing that button, lol). Gave up on lv 12, the difficulty spike after lv 10 is rather big, I feel.

KanartStudio responds:

Thanks for the feedback, this helps me keep improving the game and become a better game dev in general.

So I saw some problems with the game physics in general and the box tend to tilt when you fall too fast on top of it, so it's not 100% your fault to be used to it.

About the difficulty spike, I agree, I had someone to blind play the game, and they ended up stuck at the same level, not because was too difficult but because the way the game is made, the open way with more than 1 solution for the problem confused it a bit, and he was just trying something that would never work.

Anyway I'm planning on an update to fix those problems but I'm currently working on a new project so this may take a while ;p

Instantly good first impression from the menu music, NICE!

Art is really good, music is amazing!

It felt awesome, though I don't think I exactly got it lol. I just kept running and switching hosts until I got to the end, I didn't even use left mouse button at all, but the game still seemed kind of fun. It was pretty good!

I loved this haha. It's a funny little story you made there.

Also, after finishing the game, the "click to start" button doesn't seem to be working, dunno if it's just me.

The minigame was nice, funny, and not too long :D

Pretty good job on this!

porwaltz responds:

Thanks. I don't know why occurs the restart bug. I´m looking for a solution.

art is pretty good. Music is okay. Sounds are typical but not bad.

The idea isn't anything new, and I feel like there's a lot of stuff to think about here. The fact that the player is never able to go left in theory should be okay, but in reality it's oftentimes annoying - especially since in the second level the player can literally get blocked by the dogs...

Instant death from water is awful and annoying, the big jumps in level 2 require too much precision - if you're aiming for the gameplay that's supposed to be fast-paced and dynamic, don't put so much tightness in the game.

Also, the gravity feels odd, is it just me?

Could become a pretty good game with more time spent on the design.

MissingTheMoon responds:

Thank you this is really constructive and helpful! I like that you took your time for this and gave me candid feedback! Not many do this, but I really appreciate it.

This is cool! The idea is really good. I just couldn't get used to not having any form of wall jump; it felt weird lol. Of course I totally understand why it's not there, but I just really couldn't get used to it.

The art is really good, the music is also nice.

Some of the moments feel a bit too tight though, imo. like in the second (iirc) room with keys, the upper platform is sometimes a bit difficult to land on. A bit annoying given that if the player falls, they have to wait for the few jumps to activate to get back to the same moment - redoing levels a few times is very boring because of that, it takes a bit too long.

I really loved the art - the look of the game is very well-done!

The sounds are generic, but nice. The lack of any music is definitely bad.

The idea for the game was AMAZING, but sadly it doesn't seem to work out all that well. The lack of control mid-air is often just plain annoying. Nowadays players are just too used to the stereotypical platforming I'm afraid; taking away a key aspect of that only causes problems.

I have to give BIG points for the level design. The moments when the the player jump and the frog perfectly avoids next obstacles after collisions - it feels very rewarding!

The game definitely feels more like a puzzle game than anything - and that's great! However, the biggest problem I had was simply jumping to a higher platform, or constantly dying in the same place - that was the most annoying.

Also, you could consider doing something with the fire spinners - if you're going in for a game that feels likea puzzle, you shouldn't add innecessary timing moments.

Very clever idea! It certainly feels original.

The art and music are really good. Well, maybe except the sounds in the menu, they were a bit annoying, actually.

I didn't actually feel like completing the 3rd level anymore, though I got to the "reverse" part- it was actually quite interesting, although you should definitely warn the player that someting like that is going to happen (if you do and I just didn't see, then maybe consider making it more visible? I didn't notice any warning at all).

The change in 2nd level was rather annoying though, I didn't enjoy this "repeat" (iirc) thing at all.

Also, the instructions aren't clear for me... like, at all. It took me good 5 minutes to realize what I had to do x_x

Oh, and the levels feel too long, way too long. 2nd level was actually kind of boring after a minute.

Overall the game has potential though. Can't exactly say anything about further levels sadly, but I just don't want to complete level 3 - especially given how long it is. It's a great game for a while, but I feel like it quickly gets boring.

HealliesGames responds:

Yes I agree the second level is unnecessarily long. I haven't noticed the same issue in others, though.

I think the main cause of discouragement from playing is having to do it again when lose, but from my point of view is more like a challenge.

I didn't have time to add more difficulties, and I always fall into the trap of making a difficulty not accessible to everyone.

Thank you for your time and feedback, pawles22!

I liked the design of the map - The platforming parts were done well, the only thing that could be changed is making the "warning" signs a bit more visible. It wasn't exactly clear enough near that pit (around the middle of the map, maybe?) that I WASN'T supposed to jump down. The symbols blend a bit with the background, too. The "secrets" were perfect, it was a lot of fun to come back a bit to get a powerup that a while ago was inaccessible.

The enemy design... it was okay. Nothing exactly special, but nothing bad - in theory. In practice, the placement of the enemies was often plain annoying. At the beginning the horizontal shooters were basically "hit them once/twice then run to cover", since the gap between the missiles was rather tight. (the first shot only though, second was of course easy to not get hit by). The vertical shooters were a fun enemy, though rather harmless most of the time.

The 6-direction shooters though... they are technically a very-well designed enemy, though coloring them the same is confusing, given the player is unable to kill them (unless I'm stupid or something, in which case I'd like a clarification as to how to kill them). Their placement, on the other hand... was just horrible. They ended up being the most annoying enemy in the game... well, almost. They were placed too close to the edges of the walls. Their fire rate was way too fast to dodge properly in some situations, especially when their bullets were targetting a very important spot (like in the verical platforms moment for extra power-up). They ended up either making you cheese the section (the player can use the multijump to easily grab the powerup in the section mentioned a while ago, making the platforms pointless and confusing.), or were just not doing anything. Also, they don't seem to shoot when the player is below them?

Oh, and I also mentioned walls. The flying enemies can literally pass through them o.O

The boss... oh... oh, it was terrible, horrible. Even after getting to know its attacks, the indicators (if there even were any sometimes, I don't think anything tells you to stay away from the edges because the enemies will spawn?) are barely visible, the attack when it smacks with the hands was cetainly the most annoying. Also, more extremely tight gaps, with the jump that actually feels a bit weird for platforming... the controls weren't exactlly helpful either, it was sometimes easy to confuse the jump and shoot button during the "bullet hell" moments.

Oh, also, regarding the horizontal shooters - they shoot twice even if they die during their attack. WHY?!

The music was a very strong point of the game, it was very enjoyable. Although, after sitting in the menu while thinking about what to write, I noticed that the music fades out at the end, which is rather peculiar given it has to loop. Very small thing, but it's a pity it doesn't ACTUALLY loop well.

The art was great. Not really my style, but there's nothing bad I can say about it. The characters were looking really good. Also, really great background during the game, good work.

By the way, why not just give autofire to the player? (not sure if this was a power-up later on, or not, but it certainly wasn't there at the beginning.) It's a bit annoying to spam the fire button.

Also, the player moved slower when shooting, but even after they stop, there's still this short moment when the character is STILL moving slowly, which feels very weird.

Overall it's a good game, pretty enjoyable. It certainly can become a VERY solid, full version. Great work!

In the past - a music creator. Now moved on to new goals. Follow Leruo: https://l-e-r-u-o.newgrounds.com/

Age 21

Student

Uni of Science and Technology

Wrocław, Poland

Joined on 11/30/18

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