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Kwing

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Can't believe I haven't reviewed this yet. Even the demo is damn good but the full game really is fantastic. Randomized enemies and countless permutations of different powerups create an experience that has a ton of variety.

The only real issue with the main game is that the player doesn't have enough agency over the items they acquire, with the Devil Room and Shop being the only times the player can actually make meaningful choices; the rest of the time they're just kind of stuck with what they get.

I wanted to give this a higher score based on the high quality pixel art but the game itself is a pretty miserable experience.

The sword attack has barely any range and the delay between when you wind up and when you attack is extremely frustrating. The UI dialogue goes too slowly and there's no way to make it go by faster. The cutscenes are unskippable, which is a bigger deal when you consider that the delay in your attack leads to you eating hits, and you only have 3 masks of health whereas you start with 5 in the original game - the deaths send you back to the cutscenes over and over. I also found myself hitting my head on platforms while trying to jump at an angle. All of this put together makes an experience that's slow and clunky.

If you're trying to remake the full game, the stuff I've mentioned should be some of the first things you address before you continue adding content.

Elv13s responds:

yeah the engine i used to make this at the time is really limiting, it might be better now but I plan to start from scratch with all the things I learned from this little experiment, thank you

At first this felt like an upgrade to PsychoGoldfish's "Mini Putt" but then the flaws started showing, mostly in the game balance. The last few holes, especially the ones with ice, are just too hard. It feels like you're just praying to get lucky and nail a hole in one because the water hazards are so oppressive.

I like the physics and the framerate is nice and high, giving everything a smooth feel. It's just that the game design feels really unbalanced.

The visual design here is striking, and I like how convincing the 3D is, but if we want to talk about user experience, the fixed 3D angle can be really frustrating. I found myself either getting eagles and holes in one, or being 5-7 strokes over par, and I feel like this either speaks to the controls being unfriendly, or the par just being wildly inaccurate such that some holes are clearly harder than others, even taking the par into account.

The animations between the holes are really cool, and there are a few creative ideas here in terms of elevators, chutes, etc. but unfortunately the base mechanics are hard to ignore, even with all of the attractive design aspects.

The most impressive thing about this is the fact that Cookie Clicker was itself meant to be satire, and you somehow managed to take it a step further. The narration feels like the drunk cousin of Getting Over It. Your hesitation and stumbles really add to how hackneyed and thrown together everything is.

Despite looking like stupid spam, there are some interesting choices of juice going on here, specifically the chimes varying in pitch when you accumulate maggots. The images are also surprisingly high-resolution, and you picked great music.

Obviously I can't give a high score to something that's basically spam but this was surprisingly amusing.

LeviRamirez responds:

thank you :-)

You know I was mad when I got 5:01 on my 3rd run.

This game looks awesome in terms of development, but in terms of design it doesn't seem to know what it wants. The mechanics make it out to be a collect-a-thon, based on the counter going up instead of down, and enemies dropping a lot of loot. However, getting the hardest medal for collecting money is still absurdly easy and after that there's really no point to continue hunting down pickups.

On the other hand, the ridiculously fast pace of the game, including movement and jumping speed as well as no cap on your firing rate, make this feel like it would be much more at home if speed were the primary goal of the game. And the game is much, MUCH more fun to play this way! Unfortunately, the one time-based achievement is based on the completion time of the entire game and feels tacked on.

What this game really needs is a more robust scoring system, and a level selection screen so players can practice individual levels. You could probably mix the collect-a-thon and speedrun playstyles by having some kind of ranking system that requires a certain score AND completion under a certain time, but whatever your preference is, I really do think this game could have played to its strengths better.

The graphics are decent but it's the smoothness of how everything feels that really steals the show. The music REALLY gets your adrenaline going and feeds more into that speedrun mindset.

Simple concept with perhaps a somewhat misguided execution, but even that one speedrun achievement is enough to bring out the potential this game has.

Just-a-ng-dummy responds:

Under 15 days I didn't really think much about this kind of stuff. You listed a lot of great ideas, mostly the speedrunning potential and I want to implement them after voting ends. I think misguided execution happens a lot of Game Jam Games. Hopefully I'll improve on this game in later updates

Thank you for the review Kwing!

Short and sweet. Everything works nice and smoothly, but I do dislike that only the first two levels are actually designed intelligently; nearly all of the other ones are extremely easy and any toss with sufficient power will do. The bouncing sections in particular really hammer home that the difficulty here is almost non-existent - just launch, sit back, and let it play.

Crush the Castle and Angry Birds incorporate difficulty by taking place in a big open space, but the enclosed space is really working against you here.

The graphics are simple but also colorful, and I like that there are so many different areas in it. The music is upbeat and enjoyable.,

I got to 2412 before I got bored and called it quits.

It's a pretty faithful recreation of a bubble shooter. Everything more or less feels the way it should and the Pong minigame was unexpected but worked surprisingly well. As others have mentioned there is the bug with rows spawning incorrectly, though this isn't game-breaking.

The biggest thing this game is missing is some kind of difficulty curve. The rows moving down should happen more often as the game progresses, or perhaps the number of colors should increase.

STANNco responds:

my plan was to have each level introduce more elements/make it more difficult, but i was crunched for time. i will add these things later tho! ( :

While I'm not a huge fan of pixel art, I will admit the execution on this is very well done, and the music is a real jam also.

Gameplay-wise, I'm not sure I really "get" this game. Sure, I can aim and shoot, and I got all the achievements on my first playthrough, but a lot of important detail feels obscured from the player. Does selecting the same powerup twice do anything? What exactly is my rate of fire?

Very small QoL improvements such as showing bullets at the top instead of a text number to indicate how many shots you have left, giving some indication of what your current weapons are as your arsenal grows, or having some visual indicator to show when you can fire again, would make the player feel a lot more in control of the experience. Without any indication of reload speed it can feel very clumsy to click on the screen too soon and see absolutely nothing happen.

Last, I really wanted the difficulty to feel a bit more interesting than just having a greater quantity of beefier and faster enemies. Enemies that zigzag back and forth and are hard to hit, or other kinds of patterns would really help make this feel like there was more technique instead of simply mashing your finger wherever you see enemies.

Frosty responds:

Ty for the review, ill keep all that in mind!!

There's too much juice in this game. It's all flash and no substance. The screen shake and sound effects are doing their job, and I can't fault the art design or music, but as an actual game this just isn't enjoyable.

The flicking mechanic is simple and intuitive, but nothing is really done with the idea. Enemies move around but they don't really attack. I purposefully put my figures in front of attacks to see if they could die and other than the little white flash, nothing happened. The figures don't appear to take damage or even get stunned. The time limit given is so ridiculously easy that I used level select to skip to the last level and never even realized the yellow bar was the timer until I went back and specifically tried to lose by doing nothing.

There is a premise for a game here. Enemy attacks could affect the gameplay in a meaningful way. Perhaps enemies could go into phases where they're invulnerable or can counterattack. I'm not sure whether or not you can lose figures, but you could make it so that this happens more often, or in a more punishing way.

Once upon a time, water taught itself how to feel pain.

Age 29, Male

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