00:00
00:00
KediKatzen

26 Game Reviews

8 w/ Responses

It's a really interesting concept, but I think it needs some work still.

Personally, I really don't like that you can shoot your ball completely out of bounds and lose a ball by hitting the side, I saw someone else mention the field of play and that's sort of immersion breaking for me that I can just hit either side and lose completely.

I did encounter a glitch where the ball went "out of bounds" at the top corner, and just never reappeared or came back down. I gave it a few minutes before just restarting. The audio also encounters issues on the scoreboard page for me, where the bass just becomes noise like a speaker failing and I had to mute the tab while typing up a review because it was starting to bother me.

Overall a really cool concept, really great art direction, I just wish the field of play was much bigger and that the ball couldn't just be flung out of bounds to the sides. I'd rather play long rounds of pinball than hit my right arrow three times and possibly pass just from that in less than 30 seconds.

CubePunks responds:

Some of these issues are completely new to me, so if you encounter more bugs I am interested in hearing them (DMs are good for that).

That being said, a couple you listed sound more like compatibility issues between your machine/browser with the game. For example, if I don't use hardware acceleration, the game's physics engine gets wonky, performance goes in the toilet, and bugs that aren't typically there start rearing their ugly face (The ball getting flung out of the side is a perfect example of that). The second I turn hardware acceleration on, 95% of those issues I can find get eliviated.

On the bass on the results page problem, from how you describe it, sounds like a speaker with a distorted low-end playing back a bassy track. Either your playback device is trying to do some sort of low freq simulation, or its bass boosted.

Strange and intriguing, the whole art aesthetic and music work really well here, and the visual puns are great. It wasn't too terribly difficult, which I can appreciate, some puzzles definitely took me a few minutes to get my head around but it wasn't enough to make me frustrated. All in all, a great project!! Would love to see more levels.

This is such a cool concept and the controls work really smoothly. Unfortunately, my computer cannot actually run it for too long - that's just a computer issue on my end, not a game issue, it just sucks for me because I adore the aesthetic, the gameplay, the music, all of it.

Very cute, stylistically very appealing. It was a little slower paced than I'm used to seeing on here, which I really like a lot, because I feel like a lot of games on NG are so fast paced that the challenge becomes so great it gets frustrating for me (I'm not terribly good at most of them).

My only criticism is that initially I was a little lost at the very start because the objects in the foreground obscured Elizabeth and I missed her, but that's a small nitpick and overall it was a great run. I think the volume is pretty balanced right now as it is, overall a really enjoyable play!!

Roksim responds:

Aw thank you very much!! I wanted it to have a sorta feel of "you coming out of that blue cave", like the foliage is in front! I am really glad you enjoyed it!! Thansk for playing my game!!!!

I do wish there were a difficulty selector or a slower scaling difficulty, because I can't make it past Day 2, but it's a really cool template/game. Love the overall aesthetic of it!!

Ehhhhh, the art style is good, the music is great, but the controls are so janky that I'm really finding it hard to enjoy it as a game. I think it would be way more successful as an animation or mock-game than as a game, personally, because while aesthetically it's wonderful, the weak mechanics are a major downside.

I'm one of those people who will play a game with awful graphics if the mechanics are really good, so mechanics are a big deal to me when I play things, even if I'm not great at them. This is kind of the opposite where everything else is awesome, but the mechanics ruin it for me. Great concept, but I'd definitely work on the controls.

One Suggestion: The enemy has their own hitbar that gets reduced every time you land a hit. You have one that gets reduced any time you get hit... or miss a row. I'd take the latter out. Missed rows don't have to subtract health, but also won't help you knock down your enemy's health either. Mechanics throwing me off are things like having to hold down keys to stay in a row, and the game using a combination of keys to advance and then also using clicks to advance, I think it would be better if it were just reliant on keys.

Kedi @KediKatzen

Female

Comic Artist

United States

Joined on 12/10/18

Level:
21
Exp Points:
4,537 / 4,900
Exp Rank:
11,673
Vote Power:
6.26 votes
Rank:
Civilian
Global Rank:
95,515
Blams:
6
Saves:
50
B/P Bonus:
0%
Whistle:
Normal
Medals:
49
Supporter:
2m 26d