Latest Reviews
Subfusc_moose
For: I wanna fly Far Bounce
For: I wanna fly Far Bounce
Very simple avoidance that consist mostly of random360 attacks. Most of the attacks just scream for you to get lucky, you get straight up impossible attack patterns on half the attempts. It's a mediocre avoidance with dot hitbox, but you don't get clear with it so there's that.
I wish the maker focuses on making avoidances that they can actually beat themselves, the results would be far better. Right now they are unbalanced and eat away a lot of the potential.
[7] Likes
I wish the maker focuses on making avoidances that they can actually beat themselves, the results would be far better. Right now they are unbalanced and eat away a lot of the potential.
Rating: 2.0 20
Difficulty: 80 80
Nov 13, 2017
Paragus
For: I Wanna End My Growth
For: I Wanna End My Growth
This is easily Erik's best work to date. This game oozes charm and personality thanks to his hand drawn art that has that unique Erik style. All of the bosses and sprites look great as well as their animations. The game itself is designed well and has an accessible difficulty level so players of all skill ranges can enjoy it. The bosses are fairly well done and I especially like the giant boss segments of them.
There's a gimmick that let's you change forms that gives you some variety on how to approach various segments. It doesn't quite reach it's full potential, but at the same time it never feels cumbersome in relation to the gameplay. Definitely worth checking out if only to admire the art work.
[4] Likes
There's a gimmick that let's you change forms that gives you some variety on how to approach various segments. It doesn't quite reach it's full potential, but at the same time it never feels cumbersome in relation to the gameplay. Definitely worth checking out if only to admire the art work.
Rating: 8.8 88
Difficulty: 40 40
Nov 13, 2017
Paragus
For: I wanna be the knight in shining armor
For: I wanna be the knight in shining armor
A stunning presentation for only a 1 month time frame for creation. The classic Mattin formula of an adventure game with exploration elements, wrapped in top tier production value, with a difficulty level that makes it accessible to a wide audience.
The game features a variety of power-ups, some of which are weapons that not only give the player options for fighting enemies, but are used to open up new paths for exploration. On top of this, there is an inventory system, secrets, and a shop. This game brings more to the table with a 30 day production window than many larger projects do that get lost into dev limbo for ages.
This game is another must-play for both players and especially game-makers as a lesson on what these games could be if the makers stop trying to make something that's really hard instead of something really fun.
The game features a variety of power-ups, some of which are weapons that not only give the player options for fighting enemies, but are used to open up new paths for exploration. On top of this, there is an inventory system, secrets, and a shop. This game brings more to the table with a 30 day production window than many larger projects do that get lost into dev limbo for ages.
This game is another must-play for both players and especially game-makers as a lesson on what these games could be if the makers stop trying to make something that's really hard instead of something really fun.
Tagged as: Adventure
[1] Like
Rating: 9.6 96
Difficulty: 45 45
Nov 13, 2017
Nick24
For: I wanna try a Collab 2
For: I wanna try a Collab 2
Rating based on extra%(including meme stage)
[0] Likes
Rating: 9.7 97
Difficulty: 80 80
Nov 13, 2017
Bob
For: I Wanna Follow The Story
For: I Wanna Follow The Story
Lesser minds may immediately disregard this game when seeing its gameplay, but the truth is that it holds a deep philosophical meaning that only those with an immensely high IQ can understand. You are immediately put into the game with one simple message: "Press space to skip". But what is there to skip? You are skipping the opportunity to reflect on your life decisions that led up to this moment. The beautiful fade out lasts a long time to give you a chance to fully take in the atmosphere of the main area of the game. The bright pastel sky, the one lone tree, the brown dirt and the flower. This first screen symbolizes the very first thing a child experiences when it is born. The tree is familiar and safe, the hole inside representing the womb. This outside place is unfamiliar and empty, which is shown by the lack of music. The flower in the distance represents life goals and ambition. As we walk towards the flower, our ambitions never die and we remain focused and moving forward. When we finally reach our goal, the flower dies. This signifies a transition to a supernatural state of being where the kid is enlightened of the meaning of life and finally understands the secrets of the cosmos. Past the flower is a cliff, showing a plunge into a deep depression at the realization that with this knowledge nothing can be accomplished as he is stuck with a mortal body. This screen is truly a masterpiece and shows us that even in a video game we can find deep meaning. I could not play past this part of the game because my eyes were welling with tears because of this beautiful message given to us by Endog.
[22] Likes
Rating: 2.8 28
Difficulty: N/A
Nov 12, 2017
kurath
For: I wanna be the knight in shining armor
For: I wanna be the knight in shining armor
The short of this is that this is a very solid adventure game that anyone with an interest in that style of game should give a chance to.
The long of it is a lot more complicated. Firstly, the production is phenomenal. Graphics are polished and solid, it has a fairly consistent style and music fits with great sound effect touches in various places. There's a lot of content in here and what Mattin managed to do in a month is pretty incredible.
However, the gameplay felt quite uneven to me. There's a lot of good stage gimmicks/obstacles, interesting integration of the melee combat (which is a neat change of pace from the standard) and a lot of variety but parts of it felt really rough. It felt like a bunch of depth was added to the game that didn't actually benefit it. In general, everything regarding the inventory system I disliked and some parts felt rushed. I did not like the health aspect and especially not the knockback on hit. The alternate tools were not that interesting and the one-axe per screen limitation was tedious, especially when if it misses it takes a long time to come back (this combined with what felt like an unclear hitbox on the final boss was not enjoyable). Likewise the shop/gold/store system felt pointless as they did nothing but increase an arbitrary health limitation and felt like you had to grind out the weapon for what ended up being two saves of the game which turned out to probably not be needed if you just wanted to facetank some crap instead (which shouldn't have to be the strategy for a casual playthrough).
The summary - play Mattin's other games (Overlord and whatever results from his Works-in-Progress) before this, then if you want more play this because its still a good game. However, I feel like this format didn't fit him exactly - it demonstrated his talent and how much he can do in a month but I can't help but feel like he wanted to do so much more with it and it would've been so much better if he had been able to.
The long of it is a lot more complicated. Firstly, the production is phenomenal. Graphics are polished and solid, it has a fairly consistent style and music fits with great sound effect touches in various places. There's a lot of content in here and what Mattin managed to do in a month is pretty incredible.
However, the gameplay felt quite uneven to me. There's a lot of good stage gimmicks/obstacles, interesting integration of the melee combat (which is a neat change of pace from the standard) and a lot of variety but parts of it felt really rough. It felt like a bunch of depth was added to the game that didn't actually benefit it. In general, everything regarding the inventory system I disliked and some parts felt rushed. I did not like the health aspect and especially not the knockback on hit. The alternate tools were not that interesting and the one-axe per screen limitation was tedious, especially when if it misses it takes a long time to come back (this combined with what felt like an unclear hitbox on the final boss was not enjoyable). Likewise the shop/gold/store system felt pointless as they did nothing but increase an arbitrary health limitation and felt like you had to grind out the weapon for what ended up being two saves of the game which turned out to probably not be needed if you just wanted to facetank some crap instead (which shouldn't have to be the strategy for a casual playthrough).
The summary - play Mattin's other games (Overlord and whatever results from his Works-in-Progress) before this, then if you want more play this because its still a good game. However, I feel like this format didn't fit him exactly - it demonstrated his talent and how much he can do in a month but I can't help but feel like he wanted to do so much more with it and it would've been so much better if he had been able to.
Tagged as: Adventure
[2] Likes
Rating: 8.0 80
Difficulty: 41 41
Nov 12, 2017
Denferok
For: I wanna be the knight in shining armor
[2] Likes
For: I wanna be the knight in shining armor
[2] Likes
Rating: 9.4 94
Difficulty: 45 45
Nov 12, 2017
Delicious Fruit