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Amni3D

38 Game Reviews

9 w/ Responses

All around pretty good. Had this released on PSP, this would've sold millions. Honestly, still has a pretty good chance today if you flesh it out with content and modes.

All the characters are pretty compressed energy, and it's pulled off well from the art, to animation, down to the sound design. Mechanically it's kind of like a Simon Says DDR, and it works pretty well. I wish this could've had Stepmania bindings however, since that's where my muscle memory is at.

I don't know the little guy's name, but I'm calling him Beepo.

I really like it.
The little vaulting and springboard mechanics are really fun to use, and the way you handle the level's goal is pretty interesting, being a train you need to get on.

Good job! It's *way* better than the first one. I like vaulting and jumping at the same time when I can help it, btw

I think it's neat. The BG and foreground combo gives me a feeling like I'm a ninja jumping through rooftops, so while really simple it works. I also like the simple format of it that's really similar to time attack in something like Mario Run or Sonic Runners, where time keeps going down and you need to collect something to keep it going. I really like that kind of game mode, and it's neat to see other people think that format sticks.

My problem is that the game is on the too simple side. There's not enough in between that gives much tension, but I guess the idea is to keep it dead simple. I don't think this needs feature creep or anything, but reusing a few enemies from Azumi like the flying enemies would've went a long way. The vertical aspect ratio's also hard to see the UI on a 1600x900 monitor, I have to zoom the page out for it to fit.

I like the "infinite jump height" kind of thing as it feels every jump is crazy variable and you're pretty in control. Kinda just wish there was more variety to the content, something to add tension.

It's been a while since I played a Fancy Pants game. Controls better than it ever did, instantly was familiar with it all. Also, the original "ow" voice clip is still there, so I appreciate that :p

I really think that the "Play with Newgrounds Player" option should be on by default at this point. For me it just showed an unsupported plugin spot. So I think it should be on the top of the description to link you to this page: https://www.newgrounds.com/flash/player

Even better than the console FPA on 360 and PS3. I really like it.

DrNeroCF responds:

Yeah, Newgrounds Player is a great solution. Shouldn't be surprised to see Newgrounds doing more for Flash than Adobe yet again, though.

Better than the last one. Still needs quality of life improvements, though.
Zoom would be better if it was WASD, QE.
Spawn cost should be intuitive. Annoying since I can't tell just how much everything costs, and keep forgetting which key is what.

Tutorial is still a bit tough, but better than last time. I don't like the disclaimers every 2 seconds that "the game is hard". Dying in a tutorial is still pushing it. Beat the final tutorial level and the game just kept me in the level. Had to reload. It saved my data, at least.

I feel that levels end way too quick, there's not enough time to form a strategy. On top of that, levels are not open ended enough to feel like a good strategy game. I don't think it's a good idea to make an RTS be extra cruel about how much set up time the player has. Literally just started, I do not have the muscle memory down for some of this. Dying on repeat isn't fun, it feels like being stuck on that one part every level.

Levels need to be longer, give me something of a prepare phase, give me some capability to scout just what's coming in. Bring the enemies in waves with gaps in between rather than just tossing them all at once. It doesn't feel like I'm making a strategy. It feels like I'm brute force figuring out the right answer to the level.

There was a game design theory where someone said that maximizing fun is maximizing the state between winning and loosing. In this game you're basically winning by a land slide, or loosing by a land slide. I don't like the set up of an ultra rapid fire RTS at all. It's incredibly difficult to think of a strategy in so little time with so little leeway.

Controller support would've been appreciated, because I think analog works better for this.

Zooming out is a must for playing this, should just be integrated into the camera. The default zoom is borderline useless, even if standing still. Camera is my biggest complaint. The game occasionally bugs out between writing this review with it losing and gaining focus, but I understand Phaser isn't crazy used. Button choice is a little weird, if I miss the zoom button, I exit out of the level.

It has its fun tho, and I'll probably play more of this later to be honest.

3p0ch responds:

I guess the buttons are weird because I was originally planning for the game to be substantially different, but only ended up keeping the elements that you see now. It would be fairly easy for me to remap the keys (although making them user-configurable would be kind of tough for me to do before the Jam deadline), let me know if you'd like to suggest different and more natural ones that are still AZERTY friendly 'cause I got too used to this layout during development. I'm not sure why you're exiting the level if you miss the zoom button though, I intentionally made X be exit with the C key falling between that and the zoom keys to avoid that problem; are you exiting if you press any other keys or something?

And now I wish I had a gamepad so I could program for one and be able to test it.

The zoom level forcing the player to rely on the radar was intentional and I meant for operating by radar to be part of the challenge, but I realized a lot of players might not like it so made zooming out an option. I hope that you consider it reasonably fun when you can set the zoom however you want. If enough people think it would be worthwhile, I should be able to recode the game so it stays at whatever zoom you were last at between levels, or at least when resetting a level after you die.

I like the premise, reminds me a little of Diner Dash, but with an air of JRPG ness on top. The music helped sell it.

There's some quality of life features that could've been neat. Why do the icons have their own page, they could just be on the recipe page and save time. Want a few dedicated slots for hoarding potions before the shift starts for example, rather than taking the whole pot. Also a quick empty button for when you accidentally put the healing potion into a pot.

I think if you merge this with super simple adventuring to hoard ingredients before going back to the Pharmacy, you have a surprisingly good formula there. It was fun, I liked it.

FutureCopLGF responds:

Yeah, I'm really happy with the music as well! Was cool working with another composer for this. I appreciate the feedback: sounds like some good quality of life changes that I plan on building, especially the 'empty' button which seems to be a common request that I definitely should've caught the first time around.

A fun, retro sugared Mario like game. I appreciate the Xbox controller support, and the medals are a neat bonus.
It feels like I can only sometimes count on the dash to break blocks, and it sucks that it's not directional. I have a weird thing where I can only dash in place if using my gamepad. Maybe it has something to do with my controller's damaged analog, however.

Although I do suck at this (can't even beat Gameboy world...), it does have a challenging sweet spot, I like it. The other worlds have charming art.

(Oh, btw I've also been having medal unlock bugs on my game. Web games can be annoying to make sure it works 100% of scenarios)

TristanMX responds:

well, the intention of the dash was to reach distant platforms and break horizontal blocks, didn't planned anything else although it is feasible.

Medals are a headache on NG, sometimes work, sometimes they just don't... I had to implement a "re-send" of the medals in a couple of my games.

Have fun! and thanks for your feedback!

I like it. The game teaches you pretty quickly without being overbearing, and I like the simple but chess like enemy design. The game has a nice pallet to it too.

nyunesu responds:

Thanks, I'm glad you liked it (:

I like the idea, and I like most of the execution. Some of the platforming is annoying, with sections where you need to time a jump *just right*, despite getting all the power ups. It does feel like a neat middle ground between platformer and light puzzler. I like it.

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

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