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GoofballPaul

8 Game Reviews


The curse effect and blood sacrifice to counter it are interesting mechanics. Often I get hit by things I swear aren't there. I don't know why I died, nothing was near me! Nothing was shooting at me! Gotta improve the feedback and readability on that ~

Really need a fast forward here... .." And I don't mean just takign the units to the end of the field when no one has an enemy in front. No no no, everything sped up, plz.

At first I just thought "oh antiyoy clone, aight" but after just a couple levels I started noticing the differences, the way different nations like or dislike you in particular pleasantly surprised me, it blows antiyoy's """""diplomacy rules""""" out the water!

I love the sense of humour in your games' dialogue, and that last lil' puzzle on a timer after the boss made me feel like A GENIUS but also kinda dumb because I acted without thinking and didn't execute the solution very well, so for a brief moment I thought I was doomed ahahaheh, I got kinda lucky and still managed it first try though. XD

I know a game (or piece of media in general) is great when I am left wanting more. I was ready for this to be just a bunch of slightly different stages all with very similar gameplay, but instead the very pleasantly surprising bossfight and humorous dialogue hit me like a truck.

I'm also proud of Gooby :)

The holographic effect on the tutorial text boxes makes the text hard to read.
Having the tutorial box that teaches you how to jump AFTER a ledge that you can only overcome by jumping is, uh, yeah... kinda silly. XD
This game would really, really, REALLY benefit from "coyote time."
I wish respawning after death was faster.
Sometimes I jump onto a ghost platform thinking it's activated when it's not. I wish the activated and deactivated states were more different, easier to tell apart. It's weird that the activated state is bright blue while the deactivated state is gray, i think that's what's throwing me off...
Needing to go get keys and then re-do the same part of the level just in the other direction is boring, I would get rid of the keys and just make the levels a linear string of challenges.
The movement is sluggish and unresponsive, there are games that can benefit from that but this doesn't look like it's trying to be one of them, I'd try making it more responsive. Less slippery.

Stopped playing a bit after the red dog enemies appear, just kinda got tired. ~

I hope this feedback helps! ^0^

Cool new take on the piccross formula! :D
Wish I could skip the cutscenes (personally don't care for the story, just inject puzzles into my bloodstream thanks), and that the QTE sequence before you're told to do QTE's and puzzles at the same time was quicker and shorter (otherwise it drags on quite a bit for my taste) but in general this shows a lot of potential. ^0^

I'm a digital artist specialized in vector lineless cell-shaded illustrations.
I love to make comics!
My commissions are OPEN!
Feel free to DM me, not just for commissions. ^0^

Age 24, Male

Joined on 4/30/22

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