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8 Game Reviews

4 w/ Responses

A solid game and a decent gimmick, what more can you ask for? Well a lot more actually, more varied enemies, music, and abilities to be specific. Wanting more is something all gamers want but this game is pretty anemic content wise which is a shame. Since after a certain point every enemy has Nasty there's no longer a real drawback to beating enemies after that, invalidating the games gimmick as +1 attack is better than every other ability besides the Criss-Cross spell. Overall though this is just a fun little 20 minuet romp.

Ooh boy this is rough. The visuals and to a lesser degree sound effects are good but the game play is borked to hell and back. Enemy spawning feels utterly random, sometimes it's nothing but slimes and you can't build up enough money, other times your weak Gacha Friends get slaughtered by rats. The Gachapon machine placement is awkward, if you're lucky a couple of cheap ones are all really close together you can build up a decent army, if you're unlucky a strong enemy is inbetween the machines and whittles downing your few Friends to nothing.

Most of the issues I and others have brought up could be fixed by just rebalancing the stats and placement of things in the world. What can't be fixed though is the fundamental gameplay. It's just not engaging and mostly amounts to hoping to get lucky, an idle game you could lose to put it bluntly. Maybe if there was more strategy or progression it could be interesting. Even just a few unlockable cosmetics could spice things up. As it stands there's nothing but some medals tied to RNG to interest players.

squidly responds:

my man we had 3 days lmao

RealAstropulse responds:

*Is a game based on gachapons made in 72 hours*

*People complain about RNG and balance*

Certainly more interesting then most of the art Collab games I've seen. Took a couple tries due to some of the pokemon being very hard to make out with all the effects and gore, as well as an embracing amount of misclicks on Gengar. Got to say though waiting on the dialogue in between pictures was a drag especially on repeat attempts.

RustiTank responds:

okay

Simple but fun! ...At least when it actually works, there's a number of times where you can get stuck in walls. Not to mention a number of the shots you have to make are very finky. And while it is fun it's probably too simple. The only real puzzle elements, and this is basically a puzzle game just with some twitch reactions, are the buttons and shield guys which just isn't enough. The gunners differences from the regular guys aren't too impact so I didn't count them. Oh also 343.17 in case anyone wanted to know that.

This is kind of a hard one to judge for me. On one hand it's a very well done simulation of a person's computer and the story while very simple is solid. On the other hand this is not exactly an enjoyable 'Game'. I get that it's meant to be an interactive story over say a puzzle game but even then most interactive stories and similar types of games try to have at least have some type of activity to try and keep the player engaged. A major issue with interactive stories is that you got to get the player actually moving forward, where as will novels the reader knows exactly what to do, which is keep on reading, but with this game the players have no direction what so ever except "Click random stuff and eventually the game will end". Eventually they'll probably start to figure out the general direction of what they need to do but it's kind of a hit-or-miss kind of thing. Some basic direction or puzzles that required say Roxy's passwords from her password folder would have been hugely appreciated.

Still overall it was an interesting experience and I look forward to rooting around in your code to figure out how to unlock the secret achievement, because I'm totally stuck. Very cool of you guys to make your code public by the by!

Bleak-Creep responds:

All of this is pretty fair criticism. We had originally planned for there to be a bit more of a puzzle element to it, but since the game’s timeline was only two weeks, we struggled to get the coding working just right before the deadline.

Intrapath, the coder for the game, has since updated the game to improve the UI and add in a few things we ended up cutting, but the overall experIence is very similar to what the original release was like. Thanks for the write up though, and thanks for playing too!

Intrapath responds:

Hey, thanks for playing! And I totally get where you're coming from - like Bleak mentioned, we had originally tossed around some more game-y mechanics like figuring out passwords or puzzle-solving, but had to strip some things back and change focus. That said, it's still a point I can agree with.

By the way, if you still want a hint with the achievement: it's a bit of a *rubbish* solution to a *problem* Roxy's having. ;D

It's pretty neat, oddly fun, and looks cute! Unfortunately the hit boxes for some of the enemies are kind of awkward, for example the cactus's limbs sometimes don't seem to have a hit box. Still a good simple game.

Nice to see you're still working on this, the game's about as good as it was last time though the puzzles are slightly better. Honestly though it really doesn't feel different enough to the last chapter and it could really use some omph! Like some additional animations for doing things like watering carrot, more instances of the environment changing when you complete a Passion such as the cowboy getting the star on his model or the artist making a new art piece, and finally some sound effects for actions would be an excellent bit of spice that this game deftinally needs.

JoelLikesPigs responds:

Admittedly- I was on a bit of a time crunch to get this out priginally - but there's for sure some extras I could improve on for one I wanted to overhaul the phone menu

But I love the idea of adding environmental changes - I'll see what I can do

An interesting experience but there is very little subsistence to the game.

Age 23

Joined on 5/6/15

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