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62 Game Reviews w/ Response

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in aggeggio you can't snap any G into the G slots, you have to do specific g's which i think you should be able to put any, and i'm pretty sure it's like that for other levels too. in the word select you should give the arrows an outline or something because they're kinda hard to see and i haven't noticed them when i finished the first word. you can kinda tell by the pictures what the words mean but since i think this is an app for foreigners too (?) you should maybe add a direct translation somewhere under the word select

arabiclore responds:

yeah… that’s a thing i can’t fix sadly… and the translations, i could add, but the whole point is that it’s like for italians but others can still play

i haven't really gotten far but the game looks pretty good and i can imagine the upcoming things are good too, it took me a while to understand what i need to do after i leave the house, i didn't know how to unblock the pathway that's left from the house and i didn't know how to go into that one building, after a while i figured out if you press no on tony it starts a fight. i don't have much experience with playing turn based combat games but this seems like a bit too confusing for a first encounter. i can't see tony's health, the basic attacks do 0 damage, i noticed you have to use some items but for a first fight it's too confusing. after like 2 tries on tony i gave up but this game seems good. one other small issue is when igor is walking in the menu screen to the center, it would be nice if he moved just a bit faster.

MetereXer responds:

The reason why your attacks didn't do any damage was because the items you get at the start were just added into your inventory and you have to equip them manually. I can see how that could very well be confusing, so I think it is something that i should either make more clear, or well, make the items automatically equip.
What I've gathered from feedback from you and other people, generally the biggest weakness is the overall lack of direction, it's basically just "yep, you're in this game now, good luck!"

Thank you for this review, I will definitely keep these things in mind going forward

feels like an old arcade game which i like, i'm not really sure what the point of the game is since there's no score system and seemingly no way to beat the game cause you can't defend yourself from enemies and just both lose points mid fight. you can't jump and then move which is kinda annoying and when you move and then jump it stops mid-way. the text on the stores doesn't really fit the look of the game but it's not really important, also i wish there was an easier way to jump off the vines isntead of walking off

edit: i just noticed that you made this game for your niece and nephew so none of what i said really matters, but one thing that should still probably be fixed to improve the experience is the jumping, all in all for this game being made for your family it's decent

Colourmist responds:

Thanks for your reply. Yes it is a remake of a classic C64 game and there was no way to defend besides lay down. You can though easily move while in jump by holding either direction button and up button down at the same time, but you can't go from jump into flying kick, which is also like in the original game. I do agree that the text on the buildings on level one dosen't fit the drawing style, i might remove it for a later publish.
The UI is looking all wrong here in the WebGL format, it didn't in its Windows version, but if you switch to full screen it actually fits, and you can see score ingame aswell.

really like the concept, i don't know if you'll keep updating it since it's a game jam game but i hope so, the game is obviously short and small since it's a game jam game but you can add more levels maybe with a campaign mode, new classes and enemies. I would personally make it so that remaining cards don't go into the discard pile and instead save for the next set of cards cause in almost all cases there's no reason not to use all of them . this is a stretch but i could imagine a multiplayer mode and how much fun it would be. i like the game and hope to see more updates if you do them

YatchStudios responds:

Glad you like the game!

As you said, the game is light in content due to being a game jam, but I'd like to explore it more in the future.

As for the remaining cards going into the discard pile, it's a mechanic used in many deck builders. I used it because there can be many scenarios where all the cards in your hand are not useful (say all defense cards) and you'll need a new hand.

While for the knight you usually can blindly click cards and probably win, the warlock is much more challenging and you'll need to use cards more sparingly and efficiently.

I really appreciate your feedback and I will let you know if I update this game in the future!

this is a pretty cool unique concept, it seems that A and D don't work and only arrow keys do, when i press D tho the character disappears which is strange, the character always gets into where i want to drop the block :(, hope you do well on the jam rankings

Man-o-Valor responds:

Oh haha that's an old codeline from when there was dark mode haha
As for the jam, it ended like a year ago this was posted late lol (8th/64)

there's so many things going on and i like it, i can't give much ciriticism because i touched the among us corpse and got brutally slaughtered, i had to start a new game instead of continuing which demotivated me but i like it

edit: i used the fast forward button and it really does help especially when you mess up something and have to start all over again, idk how much you'd be willing to change the game since i know it's a remake but i think the combat should be a bit explained and some of the rooms are too empty and should have some interactables

Vidyabatter responds:

I understand it's just that the Crewmate corpse event was something from the original game that this was a remake of and to be accurate all I could really do was add a vague warning, I apologize.
Also, here's a tip. Hold F or G to fast forward. You'll get back to where you were in no time.

Edit: There were combat tutorials in the original actually but I didn't think it would be worth adding them because I imagined that most people playing this game would be people that have played my previous rm2k3 games, which mostly have the same combat

the game should have a start button and or a game over screen cause it's annoying having to listen to the dog dying constantly when i'm writing a review for an example, the hitboxes are confusing cause it looks like i should take damage but i don't and i don't exactly know how big the hitboxes are and where they are. i don't know if the sharks or those noses kill you or not cause as i've said the hitboxes are weird, if they do, they can be impossible to dodge at some points and it ruins the game. also if the noses and sharks do damage, the score button is at a very awkward position cause it's hard to see where and what things are coming. it's not obvious that the smilies are health points but that's probably not that big of a deal cause i figured that out pretty quick. there could be some more things added to make the game more fun and make people want to play more but all in all with some changes this game could be decent

wackymuffin responds:

First off, we need a big ol' START button and a GAME OVER screen because, seriously, who wants to hear a doggo biting the dust on repeat while trying to write a masterpiece review? Not me, pal!

Now, let's talk about these wonky hitboxes. It's like a game of peek-a-boo where I think I should get hit, but nope, I'm safe. How big are these hitboxes? Are they ninja hitboxes? Because I can't see them!

And what's the deal with those sharks and sniffer-doodles (noses)? Do they even hurt? Sometimes it feels like they're impossible to dodge, turning my game into an underwater rage fest. And if they do hurt, then the score button is playing hide-and-seek in the worst spot ever, making it hard to see the incoming danger!

Also, those smilies – they're health points? Well, okay, Captain Obvious, I figured that out eventually. But it could've been clearer.

Throw in a few more fun things to jazz it up and this game could be a real gem. With a sprinkle of tweaks, it could go from meh to YEAH!

the coin sound is way too loud, i can jump and phase through any ceiling i want, also when i die a lot of the times the level will restart but the same second i respawn i die mid air, i sometimes phase through the ground when i start the level, it might be my monitor but the sunshine is way too bright and makes it way too hard to see where to go especially when the camera is so zoomed in

Kool-Boy-Hosley responds:

Noted, also I tried fixing the camera zoom but I couldn't I'll try again when I make the next part.

this is the first time i see a vtuber game, but i'm sure the vtubing community would like this game

the first pet or vtuber's blue icon has like a black line when you select it (the green chick), i think the outfit/evolution you choose for the vtuber should save when you switch characters, i used autoclicker cause i wanted to see the rest of the characters and maybe that's one thing you should add, an autoclick nerf if you want to, like a small clicking cooldown, and using the autoclicker leads me to my next point, the game is kinda lackluster in terms of progression. i know it's a clicker game so you just click and buy upgrades but even the most popular clicker games have some type of special ecounter that occurs that can boost your progress or just something extra to make the game more interesting and that it keeps you wanting to play

lastmiau responds:

Thanks, you gave me some ideas to improve the game 🤗👍

I make video games, metal music and I rarely draw
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