quite fun game, the concept is very imaginative and the music is very fitting.
though the game is very basic as is, which isn't a problem but it does hurt replay value combined with other things like the respawn system being way too forgiving and the boss being very exploitable (stand to the top wall side corner of the protective wall, when rock is thrown move to the opposite corner of the socket) the game is so short and easy it doesn't have anything else to discover, not even RNG to mess around with.
again it's a very competent game, fun for one playthrough but not much else due to a lack of content and punishment for death.
amazing execution of a simple premise.
the logic puzzles were a lot of fun and some being challenging, people saying the mountain puzzle doesn't work but you have to jump at it, you can't push something you're standing on.
though the border level is annoying noting there's no walls under the stage stopping you from falling off when you go far even though you have to go out of visibility to complete it and the waiting one is just boring.
the music and asthetics are top notch, the story (not very far, not much time) has caught my attention, i'm really curious about those spores origin and the design is great for the most part.
i say for the most part because of the control, it's very solid for the most part and is responsive, it's just whenever you turn you move backwards a bit meaning you can't readjust on a ledge to avoid falling off and in the case of the second boss i kept on walking into spores by doing small adjustments that would work in most games, and of course also falling off the platforms since they're 3 wide and the spores can spawn in the middle and to the sides of them.
i'd also like to mention the hitpoints since 1 hit kills at the beginning of a game can be very cheap, but with the saves which can be a bit far apart leading to a bit too much backtracking the layout of the obsticals are fair and you get plenty of time to react to them coming up so by the time you do start seeing lasers and spikes being mixed you'll have an extra hit at that point (or right after as a reward).
overall from what i've seen thus far it's a solid metroidvania that's quite fun to play.
quite basic, the game is fine but the message is a bit rushed.
all of them disapear all at once when you reach a certain point, it'd be much more compelling if you lost a friend on a timer and the cost of new ones increased each time so it becomes more of a race to keep friends rather than this.
as is it's just a very basic clicker game that has a cutscene at the end.
very solid space shooter/endurance game.
the game has a very nice sound track and visual design, the hit boxes are nice and small making the heptic situations survivable and the encounters are a great way to introduce players to stronger enemies that randomly appear later on.
the 1 hit kills on hard modes would normally annoy me but since this game's pick ups spawn fairly early on it's not really an issue for this game, it's pretty nice for killing off a bad run quickly actually.
the shop system seems a bit tacked on though seeming like arbitrary replay value noting the length of most of the missions and how little money you gain from them compared to the prices in the shop, plus with the purchases like 1 + 1 = 3 makes the high score system a bit more favourable towards grinding rather than raw skill, of course it's not game breaking but since leaderboards are built to encourage competition it makes an impression that you should grind the missions like getting arbitrary items instead of ones that can benefit your current run the most.
though even with that it's still a fun, difficult time killer with a skill based competitive edge.
also i like how this scoreboard works like arcade machines of just entering a name instead of having to have an account for the site it's made for.
fairly interesting game.
the music and graphics mesh well and fit with the gameplay, and i like how you control using your gunshots, though the inverse shots is quite hard to get used to which isn't a problem but since the game is single hit based it doesn't leave much of an oportunity to get used to the mechanics before dying.
also while writing this review i've noticed that the loop is quite repetitive, only having one higher intensity part before cutting off, during the gameplay it's fine since you're focusing on movement and attacking though on its own it can get grating after a while.
Thank you for the review! This game was made in less than 48hs so probably that's why isn't as poolished as we would like to. Anyway, about the music, if you where in the dead screen, it is shorter than the menu one or the two gameplay ones (so yes, it is very repetitive, sorry for that!).
Thanks again for the review and for playing it!
i'd rate 4 if it were finished but hey, that's the point of greenlight promotion, to gain money to finish the game.
i'd say the momentum is a bit heavy though that could just be my extremely slow computer, i'll have to check on the replacement PC when i get one. though the mapping is quite good, certainly has good spacing between the keys, though WASD is more natural for movement.
overall i'd just like to see the game finished because the skeleton is there, it just needs the meat of content and different level aesthetics.
Wait, did you essentially just say you'll rate it lower because the game is clearly labelled as unfinished and it's unfinished?
it seems to control well but big problem.
unskipable death message and messed up control scheme.
like enter and the arrow keys are WAY to close to each other, space would be much better for comfortability with the arrow keys, or make movement WASD since controllers control with the left stick, not the right.
as for the game itself, it seems like it could be a fun challenge but getting back to even the first attack is hell because the drawn out death message and intro scene, sure it's only 5 seconds, but when you can die in one hit and the dodging is bullet hell esc in a tiny arena, you end up spending more time waiting to play the game than actually playing it.
i see the potential this game has, it's just takes so damn long to retry that i can't even get a chance to practice.
really well designed game, while the special weapons are a bit powerful (destroyed the truck boss with just unupgraded missiles i saved up from crates) the rest of the game is well balanced and challenging.
you get easily enough money to keep up with the on coming threat, and the final boss doesn't just 1 shot players who haven't upgraded their life.
though it'd be nice if you could level select after beating level 20, though that's just because the game's so fun i'd like to max everything out.
very solid level customiser, i will say that timed level up only works when the time limit is on and the time bonus from levelling up at least doesn't work on timed level up.
good thing the level time cap is half an hour or this could of been a problem.
i think the best thing is the custom blocks and clear sizes, THAT is the amazing part, we've seen stage size changes, look customisation, and especially score changes before so it's refreshing to get a truly customisable experience which makes tetris feel, different.
Whoops, sorry about those time bugs! I'm surprised I never noticed them...
I'm glad you enjoyed the customizer! I tried your mode and it was pretty fun. I set out to let the customizer allow for modes that feel like a completely different game, and every now and then, somebody uploads one. :)
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