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sharpnova

2,159 Game Reviews

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such a great idea. off to such a great promising start.

and then the music during the fights was... really really bad.

the arrows don't line up with the beats of the song. at all.

and the arrow intersection zone is nowhere near the fight so you don't get the satisfaction of watching the moves respond to the taps.

it feels like the game started with massive promise and then just fell 100% off the rails the instant gameplay starts.

i got to the briefcase but it said i needed to authorize a request on a smartphone or something and there isn't a smartphone anywhere. just a tablet that does nothing but change screen displays.

ThePeterson responds:

Did you see the guy talking on his smartphone in the doorway earlier. You have to figure out how to get access to it :3

much improved. fantastic game!

GraphiteLab responds:

New version posted! Lots of improvements especially to the UI.

lovely

had potential. but much of the damage is unavoidable and if you have health that kills you when depleted, why also do we lose currency when we take damage..?

DaShahRach00 responds:

I think losing all the coins when the player dies is a better idea since it avoids overusing the items in the shop.
I had an approach that was a little too “retro” in term of level design, sorry for that
The game is difficult, maybe a little too difficult, thank you for pointing that out ! The next games will be easier

cool. but i'm guessing the demo doesn't show much about the core gameplay loop.

Asvegren responds:

That's right, this demo doesn't include any meta-progression or the narratives and quests in the campaign mode.

music reminds me of bit trip runner 2 vibes

great. wish there were more classic levels and more upgrades. and the bounce/phase modes can be tossed. they add nothing to the game.

re: dev - no. the bounce/phase really add nothing to the game that players would care about. rather than considering them completely distinct game modes with separate upgrades/etc., you should have a way for the player to set modifiers and they could enable them there. some kind of creative mode. because those tiny changes that don't affect gameplay at all don't deserve to be distinct game modes. another modifier could be gravity.

some additional upgrade ideas:

-chance for expanded stuff to explode into projectiles when they die. call these projectiles "ghost balls" that can collide and blow stuff up but don't need to die to hit milestones for stars/completion (i.e. they can only help you)

blit-blat responds:

Huh, I thought bounce/phase modes added a nice little extra twist to the game. Other than more levels is there anything else you would added to expand the game, or prefer to just keep it simple?

can't believe how bad the interactions between sprites and projectiles feel. feels like something from early 90's flash but not in a good way.

really cool vibe

Joined on 2/19/05

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