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Amni3D

38 Game Reviews

9 w/ Responses

My thoughts, rapid fire:

At first I thought the camera was too zoomed in, but it works well surprisingly.
I like how weapons have a visible durability.
The physics has a nice springy-ness to it. It feels cartoony but at the same time high commitment. I like it.

I couldn't tell that items were picked up with "D" until I saw the prompt on top of the knife.
Enemies take too much health.
The knife does too little damage for the amount of time it takes to start up. An autocombo is just the better option.
Enemy patterns are too repetitive.

I thought the game was pretty easy to get used to, and the cute sprite art and music was neat.

I'm not sure how to tell how many bullets my dice will shoot. Only after typing this I made the correlation it's by chance. Maybe there could be a better indicator.

Maybe it would be better if you don't immediately bank all the pickups at the end of the level. To make me decide if I want to finish the level, or take the risk and take the gold.

Overall solid format.

I like how simple the premise is, "Climb up the tower!". I also think that celshading works really well in a tiny web browser window.

Room design feels like it throws more enemies without any overarching idea room-to-room. You start out with enemies that explode bullet patterns on hit, but suddenly that stops being the case in the next few rooms. I want a feeling like "oh god it's the spider room" rather than "fight the enemies".

Some of the enemy patters are good, but some of them don't do much and are easy kills. In my opinion, the easy kills should take one hit to kill rather than sponging 3 bullet hits. So I can decide "do I fight the big thing first or do I clear the weak ones" at least.

I liked what I played, but it didn't feel like there was enough of a level design hook.

Pitigamedev responds:

Thank you for the feedback!

I find the idea of using the CRT filter to increase the sense of speed to be hilarious. The game feels pretty good, and the art, mechanics, and music all synergize. Pretty solid.

I wanted you to upload here for a while!

I do want to point out performance for some reason is unplayable on Brave but works perfectly on Microsoft Edge. You should try WebGL builds on a bunch of web browsers and throw a warning for browsers that don't play nice, and link to a Windows build in the description in case.

Now for the game itself:
-I don't think the keyboard controls should be set to none/CPU by default. Got me confused that I need to manually set it as P1 from the start. I appreciate how you're handling local multiplayer with a limited control scheme however. That's honestly lovely.
-Music's S tier
-DF+JK bindings mesh with my brain better, appreciate that option
-3D background works really well, and keeping it unlit makes it play nice with the 2D art

Overall pretty good, but I do heavily request that bindings default to Player 1. And that a desktop build be linked in the description.

The warning for Brave browsers is a nice touch. Also seems to have good support for different control schemes. While the characters can only really waddle, it's enough for people to scheme up different ways to interact even so, lol.

Will have to see what happens day by day, but I love the aesthetic.

BrandyBuizel responds:

I played ADVENT 2020 on PS4 last year, it's very slow but I'm glad we added it lawl

The premise was silly, and the visual style is on point. At the end I'd thought he'd just climb the tree, but nah..

Short and sweet.

I love how half the conversations feel like mild therapy. This single bathroom feels like a micro society. I'll miss them. I won't miss the smell.

I found it fun, although I'm not sure I like the decision to switch engines between levels.
The controls are fine once you get used to them, but I feel a WASD + QE for roll makes more intuitive sense, although ideally you'd want XINPUT bindings in too (this kind of game would play better with analog movement).

It does feel nice when you can just barely make a turn, but I do feel there should be some leniency with the slopes, some kind of dot product comparison.

I give some serious props that you figured out how to make simple level design feel tense. Good luck on your future stuff!

3p0ch responds:

Aerial Guard when? <3

Edit: if anyone sees this and is wondering what I'm talking about https://www.newgrounds.com/portal/view/764962

Remember to bonk to the beat.
It's some dumb fun, reminds me of those gimmicky Flash games.

3DCG and cel-shading nerd. I like fast video games.

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