00:00
00:00
cheesycoke

6 Game Reviews

2 w/ Responses

God this feels incredibly fun and satisfying to play. The rhythm and platforming elements work so well together. Never feels like a hassle to maintain a good rhythm while getting through the level, which is an easy trap for this kinda game to fall into. It's fun and makes it feel like I'm playing Stylishly.
Love the variety of playable characters also!! In general just really excited to see this progress, it's dope.

Definitely one of the more interesting takes on this style of game I've seen, I love the way the tower defense style completely changes the gameplay dynamic. Plus it carries the same sense of satisfaction from more typical tower defense games, watching your base build up and whatnot. I love it!! Also extremely charming graphics

(also if you weren't already aware, in godot you can do something like ` visible = !OS.get_name() == "HTML5" ` in func ready on the exit button to hide it in the browser version! since it just kinda freezes the game in browser)

FishDev responds:

You're a saint, thank you for the tip! I was considering just having two different versions but that'd be plenty tedious, this'll help a lot!

I like the very simplified, juicier take on the subgenre here a lot. It's incredibly satisfying, even as far as this genre goes the effects take things a bit further, but I agree with what other people are saying that the progression is too slow.
Would absolutely love this if the player was offered firepower upgrades (fire rate and/or damage boost most notably) earlier on, especially because the common enemies can take so many hits. The upgrades early on don't feel like they really help much in combat, but with some shuffling around I think this game could be great!

I think the visual style has a lot of potential that isn't quite met. The cartoony, pre-rendered graphics give this a really unique look, stages just get kinda monotonous fairly quickly.

I see a lotta the inspiration from old Konami side-scrolling shooters like Gradius/Parodius in the gameplay, but I think this game would benefit a lot from also examining their more "quality over quantity" approach to level design. They have fewer levels, but much more elaborate set pieces that are always throwing something new at the player, and I'd personally consider cutting the level count down in favor of just giving each level more love. It looks super charming and has a very distinct personality to it that I think could shine through a lot better if the levels simply had more to them. Plus, having fewer levels while making them more interesting will make the player even more inclined to replay and aim for a higher score, as I see that's something you encourage players to do.

The gameplay also feels fairly nice, I will say. Upgrade system is pretty rewarding and it's nice to see my kiwi get stronger over the course of the stage. I just think there's a lotta potential here, it has such a charming style to it that could be used to make something very memorable!

Pitigamedev responds:

Thank you for accurate feedback. I guess you are right about the level design. Right now is more a "survive as much as you can" style for each level. I don't know if I will be able to implement your suggestion this time, but I'll do my best! thank you

Having a cancellable dive move in a platformer will always go hard. Hella good!!

Hella fun and satisfying combat, really love the weapon variety!!
Extremely charming too the Maestro weapon may have gotten my ass kicked a few times but I can't be mad at it it's so goofy

A dude that enjoys drawing and loves aesthetics of decades past

Age 24, Male

California

Joined on 11/27/18

Level:
14
Exp Points:
1,983 / 2,180
Exp Rank:
30,707
Vote Power:
5.59 votes
Art Scouts
10+
Rank:
Civilian
Global Rank:
> 100,000
Blams:
0
Saves:
23
B/P Bonus:
0%
Whistle:
Normal
Trophies:
2
Medals:
414