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blit-blat

6 Game Reviews

4 w/ Responses

It's a unique idea, but I have to admit I got bored pretty quickly, unfortunately. There seemed to be plenty of time to look up the cheat sheet, so there didn't seem to be any real jeopardy about getting it wrong.

The ID check also threw me at first as every date looked wrong, but it's because they're written using the MM/DD/YY instead of DD/MM/YY. A setting to have the dates in different formats would be nice.

Zfert responds:

Thank you for trying it, even if it wasn't for you. I'll look into a toggle for the format of the dates!

anulot responds:

hi, good feedback - i will add a date format picker in settings in a few days. thanks for playing!!

UPDATE - Date picker has been added to switch to DD/MM/YYYY, accessable in the settings menu.. sorry this took so long, i was on a short vacation.

(also - the timer scales around based on drink complexity and also with difficulty in consideration. after 10k points a ton of new ingredients unlock and that time becomes more necessary, there are also random events that halve your timer and other things. maybe for the early drinks it is more unnecessary to have that long but at the same time i feel like it's good to give newer players space)

This game looks and sounds great - the animation in particular is outstanding. However, I have to agree with @minatoarisato that the tutorial really, really bogs things down. It's confusing to have the Q animation prompt showing when you can't switch characters, and being able to overheat (and thus die) during the tutorial is super lame.

It'd also be nice that if Oscar or Tak died you could just continue with the other (for as long as you could), although I guess they might be too distraught at the death of their partner!

You should definitely expand on this though, the characters and world look very intriguing!

Very fun! Took me a while to work out how the double jump mechanic worked (add a tutorial, maybe?) but once I did the game was really fun. The only downside for me was the distance between checkpoints felt quite long. Having to redo whole sections only to fail at the last drag was a bit of a bummer. Other than that, great job!

Great concept, great humour, but I couldn't get on board with the controls, unfortunately. The movement and jumping is too slow, and the ship is too fast!

Also, having to destroy the blocks every time you die is really tedious. Not being able to shoot after taking damage is also frustrating, as there was a few times it lead to instant death as I was ganged up on by enemies.

Having to defeat the boss again if you died in the nuclear bubble is also bad design. I gave up at this point, as the game game crossed the line from being challenging and fun to just frustrating and boring.

Overall, this game is full of wonderful charm and humour, but is let down by so-so controls and a lack of checkpoints!

streq responds:

Thank you so much for the honest review! I was in need of that! I'll address as much of it as I can. I was fearing the post boss puzzle was too "retry inducing" but I didn't have enough of a playtest base to know for sure!
The "having to destroy the blocks" was intentional, but I see your point, I'll play around with it and see if what you propose is better for most people, and change it too if that's the case.
Regarding the platforming, I'll see what I can do about it.
Thanks again! I'm already glad I uploaded the game to Newgrounds.

A neat idea and with a bit of polish would make for a really great puzzle game. There's definitely scope to add lots of cool features too (power ups - make one cube go faster/slower, make one cube bigger/smaller, reverse controls, etc).

There are some problems with the game, however. The controls are a bit sluggish, the lack of automatic restart needs addressing (the functionality is there, why do I need to click a button?!), and the graphics could do with a slight polish. That said the simplicity of the graphics does suit the style of game well though, so not too much polish there!

The biggest problem is that the blue boxes don't collide with each other. What this means is that the aim of each level is get the blue boxes together, so that they move as one, at that point it becomes trivial to retrace your steps and get the coins. You could rectify this by either having the cubes bounce of each other, or exploding if they touch outside of the exit gate.

Overall though a solid concept that would be great with a bit more work! Good stuff!

simplo85games responds:

Thanks for the advice, I'll be sure to follow your tips. I'll try to work it out. Thanks.

What a unique idea, this is was really fun to play! Having the the player press all the keys to start the game was a nice touch.

The only downside for me was that sometimes the enemies spawned too close to the player sometimes, so you couldn't avoid losing a life.

Overall though, great job!

true-narwhak responds:

thank you!! enemy positions is for sure a flaw, and yeah i usually do the keys thing at the start of all my games so i dont need to do a tutorial

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