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Amni3D

38 Game Reviews

9 w/ Responses

Loved it. Best parts are whacking the bat like an old cartoon multiple times in mid air. The springs also have a nice punch to them and the visual feed back really helped. Pretty upfront, short and sweet.

Pretty well put together. Was expecting to hate it as I usually dislike the genre, but came out actually giving a crap about the story. It's not specifically the script, but that stuff is put together in a way that feels natural without trying to waste your time.

The laptop feels like it could be a hub of its own and I thought it's neat that a good portion of the game is naturally structured there. The UI is really simple but works really well. Occasionally there was text offscreen however, but hovering the mouse around gets it into view.

The alternate endings don't feel forced and actually feel worth chasing. The music also adds to the "here we are back at the start" kind of feel when you start over and want to do something differently. The art is pretty solid, and the music is a good choice.

Good job.

My biggest problem with this is probably the fact that for a web game, it's too heavy. Your game needs to target the IGPU crowd if you're releasing a web game IMO. And you could probably do that here while keeping most of the visuals in tact. There should be a resolution slider, or at least an option to turn off post process and antialiasing under graphics. A good first impression isn't having it run at like 5fps in the main menu.

The music's good. The visuals just look like rainbow road, however. It's not crazy original, but it looks fine.

I don't think there's a point for this game to lock your cursor considering it doesn't use it at all, though. I think it's okay.

Reminds me a lot of Canabalt. The visuals aren't uber detailed, but get a feeling across. The music is neat, and the changing music was a neat call.
It is a bit too far into the simple side. And it's a bit too much of a literal take on the "run and jump" endless runner idea. It's okay, but it's too basic.

Pretty fun, although I think that the game needs some spice to sustain itself for the longer levels. While I appreciate not making the enemies pure bullet sponges, it does end up becoming button mashy due to how frantic the combat gets. And for that, I feel that controller support would've been a good touch there, as it's a bit uncomfortable on keyboard after a while. The game feels in some ways mechanically better and worse than the games its inspired off of. It feels more free form, and one of your best calls in this game is the near dodge. Where in other games a time stop effect works about as what you'd expect, here it's just an added layer of spice that's there to tell you "this guy is so good, he stopped time" and it's so over the top I love it.

I really liked the air of over the top humor on top of it too. All in all, I thought it was fun. Although I think the levels could've used more tropes in specific, to make it feel more varied. I like my beat-em-ups, but pacing is important too. And to do that you'll need to switch it up from just "fight more" at times. It's fun, but it gets repetitive.

PS: Newgrounds version took forever to load, while Itch.io version loaded really fast for me.

FutureCopLGF responds:

Cheers for the detailed feedback! Very true, I do feel like I could've done more to spice it up with a few more unique enemy types or environments, looking back at it. At times I might've made it a bit too possible to just button mash as well, leading to even more repetitive feelings. Gotta get better at project design and management in the future so I don't have to cut as much.

Gamepad integration was one of the things I sadly wasn't able to do well due to being on such an outdated codebase (actionscript 2.0) and not moving porting to a newer one. That's what I get from digging up this decade-old abandoned project; next time I'm gonna stick with more modern codebases and finish it quicker!

I mean, it is what it is. And viewing this is truly a genuine blast to the past.
The real treasure is the chat room that comes with the game which is still active.

I like a good combat system. I wish the game had more aerial movement, but it was fun. Although I'm a babby that can't even reach 100..

The art and music work together pretty well. Sound design gets props too. Nice job.

The game goes to show that mechanics don't need to be particularly complex in order to be fun. I loved how the game with its simple plot decides to twist mid gameplay, and the sense of escalation was tied with the rules changing. Needless to say the music and art are pretty darn good, and the theme of the game is oddly encouraging.

Glad I played it. Charm all around.

The game is unpredictable to play even though it can be fun. When I extend the player's arms, the hitbox is way too small to the point where you don't just need to predict where the nodes connect, you need to predict *really darn well*. Which takes away from the fun factor, which is a shame because it is fun to get a boost once you do manage to do so. Maybe the game shouldn't have been insta-death? Or maybe you're asking for the player to be too exact connecting nodes.. But I could see the fun in this. Still neat this was done in 100 hours.

Also, you should add more vertical resolution in order for the Unity WebGL banner to fully show up. Alternatively you can remove that banner by going into project settings.

EDIT: Haha, you fixed the banner once I pointed that out. That's fast!

I like the mouse-shield. What's fun is being in mid air and bouncing bullets back at the enemies.
But I do think the map could've been a little bigger (enemies swarm to the point of being a little cramped), and the jet pack could've been more instant. What I hate is jetpacking away from an enemy, only for the slow acceleration to prevent me from making my getaway. Could've been interesting if you'd make a full jump, *then* jetpack actually.

When I first played this, I interpreted it as shield basketball. Now I kind of want to see what that looks like :v Anyway, I had fun playing this. And I think the visuals and music do their role here well enough to hold up the rest. Good job.

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

Joined on 1/5/19

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