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PsychoGoldfish

49 Game Reviews

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I really dig the art in this game. It felt tight and responsive, and was just fun.

I think if you got more feedback sounds into it, it would really take it to the next level. Maybe even let the player move by dragging so mobile users can play too?

Netgfx responds:

Thank you very much! Yes I just didn't have time for the Phaser Jam deadline to integrate sounds. The game will also support mobile and gamepads (it half does but still needs some adjustments), with gamepads the gameplay is 100% more relaxed, and easy-going.

This game was just a bit too punishing for my tastes. Those damn coin spitting jugs are just too annoying. Wasn't sure what hitting space was meant to do at first either. I ended up watching your youtube playthrough to get a sense of the game after I rage quit.

That said, it really does look and feel like a high caliber indie game. Your pixel art is gorgeous, and the flower concept is really original. I think you could take this game to a higher level and find some real success.

HealliesGames responds:

Every time I struggle with myself to regulate difficulty.
I am afraid of making games too easy.

I've adjusted the fire-rate, I hope it's more accessible now!

Thank you, PsychoGoldfish!

4 stars for the sound effects alone

BobbertOC responds:

Thanks, that part was fun to record! :D

This is such a clever way to do a mobile-friendly dungeon crawler. I didn't survive all that long, but I had fun while I did.

Not too bad, especially considering you went crazy and made TWO games for Phaser Jam.

Biggest gripe I have is if you play with a mouse, he jumps when you RELEASE the button rather than when you PRESS it.

GoodL responds:

Yeah this is actually an issue that I never found a good solution to get around - and as I was just typing out what the problem was I realized exactly how to fix it. Damn. Hindsight is 20-20.

I'll say anyway, the reason that happens is because I never intended for anyone to play with the mouse. The only reason the mouse works at all is because I used "pointer" to capture touch input. The pointerdown function gets the pointer x and y and then the pointerup function calculates swipes and what to do in response to those swipes. Now I'm realizing I could have just checked if the player was grounded in the input down, and if that was the case it could have just been a jump instead of a swipe detection. That probably would have even made mobile work better too.

Ah well.

Great concept. The bombs are a neat play on other platform golf style games that make things a bit more frantic.

Plays great in my Android phone, but seems to crash on my iPad. The background and header stuff all renders nut the level never gets added.

rmkubik responds:

Ah interesting! There must be something funky going on with how mobile devices are handled...

I did not test them specifically though, so I'm glad it at least works on Android!

I love the concept of this game. The tension of the walls closing in and the last dot being all the way at the opposite side of the screen... arrrrggghh.

You could probably do a much bigger game with just some small tweaks to this formula, and that says a lot.

GoodL responds:

Thank you! Yeah this is definitely a concept I wanna revisit. Got a bunch of ideas for how to keep things interesting as the game progresses. I appreciate the review!

This is a nice, short puzzle game. I did NOT see the ending coming, very well done!

I failed the quiz....

Little-Rena responds:

I won't tell anyone if you don't!

This is a great oldschool score-based arcade game. The keyboard controls are a bit hard with the space bar and E button being so far apart, but it plays great with an xbox gamepad.

I like turtles

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