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etheweirdo

2 Game Reviews w/ Response

All 23 Reviews

Very fun game, simple mechanics that I think work really well. I have a couple minor issues with the game. One is that if you are still holding a button after hitting an enemy, it will immediately use the next attack. Also I get why it is but it feels a little finicky to do an uppercut because it uses the jump button. While there's a separate uppercut button, it doesn't make the normal punch unable to turn into an uppercut so sometimes if I want to jump fast after punching it just uppercuts instead (especially since you can change it into one even after starting a punch). I also have some issues with the bomb enemies. If you hit them right as they're hitting a bomb they'll sometimes still hit you even though visually it doesn't look like it should.

Two issues that I think actually impact my enjoyment are that the character hitbox feels huge (seems to be the entire sprite) and hitting a wall is a bit jank. It doesn't feel consistent if it'll kill your momentum or not.

This isn't an issue with your game in particular, more just any game with score/time requirements, but there are a lot of times that frustrate me because I just don't know what route I'm expected to take. I think 13 is the one that caused me the most issues because I somehow missed it by 100 points which is such a weird number to miss by that I'm not even sure how that would work. I eventually found a path but it does really feel annoying unfortunately. Again not an issue with this game in particular, just venting my frustration. I don't even have a clue on 16 and just gave up going for gold afterwards.
The funny inverse of this is I got 2700 points on level 15 despite the point total being 1900 and 2500 on level 22.

ProsciuttoMan responds:

Very fair critique! I'll look into making some of these changes in an update...
With controls, the uppercut activation is moreso a result of how mobile controls work. On mobile, there isn't a dedicated uppercut button to avoid cluttering the screen, so it was changed to an up + punch input combo.
Gold is intended to require you to play the level perfectly: it's like the S rank from Super Meat Boy Forever, while silver is intended to be the equivalent of an A+ rank in Super Meat Boy (meaning you played the level well). There's a secret achievement for getting past the intended maximum score to reward especially clever players too.

Neat concept. Seems to lag on my computer which is odd cause I have a pretty decent computer, might be firefox or something (resetting seemed to make it run seminormally so probably just firefox). Main issue is just some lack of feedback, some of it just being questioning what the real solution is. It seems to be the point as it's a puzzle game but I did really end up feeling like I was solving it by unintended means.
Also some bugs:
if you jump and grab at the same time you can just repick up the corpse. It's fun if you could find a way to isolate it but it is too easy and invalidates a lot of the puzzles I found.
I was able to spike jump (though replicating this was hard)
sometimes a diagonal corpse wouldn't could as floor so I couldn't jump on it
on skewer slopes - chew the wall of horizontal skewer can hit me through the wall if I'm touching it while it is retracted (the hitbox seems to extend too far back on it)
This ended up happening with the vertical skewer on skewer slopes - extension as well
other notes:
I really wish I could just drop the corpse where I am or like right in front of me somehow. This would require testing I understand but getting the corspe exactly where I want is a bit of a gamble (jump, hold down and throw, try and move out the way is the only consistent way i could do it)
I feel like hitting r to restart should work even between lives (I had to wait for the next tofu to spawn in)
I felt a lot of the later levels (especially skewer spikes) didn't actually use the mechanic anymore. Only real advantage is making the next attempt a bit easier (or in some cases much harder)

YewTM responds:

Thanks for the feedback! I booted up an older computer of mine and I think I figured out the issue with lagging it seems to happen with either older machines or certain browser/versions. I should have it fixed soon.

I'm not sure if I should keep the pickup and jump corpse mechanic, I think I will leave it in for awhile since it could lead to some cool level designs, but I do see it being abusable. I also do like the idea of "placing" the corpse down as an option instead of throwing it, I think I'll experiment with the idea a bit.

I kinda like spike jumping, but it breaks the game entirely if you can master it so I have removed it in the next patch. I also have fixed the skewer hitbox thing And made it so you can restart in-between lives as well.

I like to draw and make video games.

Joined on 12/19/12

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