MPPlantOfficial's Forum Posts

  • hehehe

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  • hitman?

  • That actually is a really good game. Would make a great 2 player coop.

    Problem I see might be the misleading title; honestly when I hear "Dot Hunter" first thing I think of is Pacman.

    One might think based on the title that it's a Pacman clone.

    This game needs a THEME. Have that ball be a rubber one and maybe animated Springs on separate ends and call it Spring Ball or something. Maybe make it a fuzzy creature and put other spring-shaped creature at the opposite ends...

  • Are is great. Love the use of gradients.

    Game isn't quite clear to me though. I'm assuming you're running to the right avoiding obstacles. Why would you need to clear out enemies in the screen? Will they be spawning from the front or back or both?

  • Wow that just looks beautiful.

    Don't understand the battle mechanic though. Is it like matching block type puzzles with a damage multiplier?

  • Now THIS looks like something I'd play. I love the spinning mechanic as an offense. This is something I haven't seen used since Crash Bandicoot.

    Gripping ledges with your teeth remind me a lot of Bonk and spin jump is a nice addition along with ground pound.

    I have some problems however with giving the character a gun or any projectile for that matter. I think it'd benefit being a pure melee game since the enemies don't seem to pose a real threat anyway having patterns that are relatively simple.

  • Hey there.

    Tried your game and while I think the sprites are cute, the game unfortunately seems to be broken.

    -Dragon's projectile travels in an arc and gets only as far as how much you press and hold down the Space bar. -While this isn't necessarily bad, it is when there are 20 hungry uglies coming at you from behind.

    -I tried jumping but it only seemed to displace the character about half a jump and the critters can still touch his lower half.

  • Hey there.

    Feedback:

    -Objective is simple enough. A fast enough player can tap the right caveman palette as they spawn at the top to the screen. However I love how the "right" palette can change at any time giving you the chance to tap the ones already at the middle and bottom if you're fast enough for extra points.

    -Minor nitpicks: Background vs Caveman sprite graphics clash.

    -Dialogue boxes, padlocks and arrow symbols could use a more fitting theme (draw them as rocky or at least give them a Stone-Age look.)

    Cheers.

  • Hey there.

    Here's a review:

    -LOVE the tattoo on the protag's arm.

    -Could use a little improvement with the green zombie sprite. It's hard to distinguish him from the background.

    -I don't understand the strafing mechanics; right clicked and the protag went slower. I think SHIFT would be a better option instead of right click as that's what's being used in most games.

    -It does this weird thing where the protag doesn't immediately point the gun to the crosshair but waits until the crosshair is already in his line of sight. So it's hard to set up sneak attacks from a corner before getting into position like you'd normally do in Hotline Miami

    -Lastly, while the maze structure might be good for certain uses, it makes it very easy to defeat the boss because the boss only has one projectile attack that goes straight. I found a spot in the lower right where his projectiles can't hit you but yours can. Heck I don't think the boss attacked me at all.

    Hope this was helpful. Thanks.

    The dog one is the best.

    Hello TeslaPC.

    I love the games you published.

    8/8, m8.

  • Yep I agree the texts can get a little distracting.

    My minor nitpicks are there is an obvious graphics clash, having the sprites as Pixel art and everything else vector.

    I love the Paralax going on at the top of the screen; the bottom looks a little weird though. Is the land supposed to be an outcrop and the parallax at the bottom I suppose are Plate Tectonics in action???

  • Decent game. It's a standard block puzzle and one feature I can see stand out from other games in the market is its ability to eliminate entire rows and columns.

    I reached level 18 and so far there doesn't seem to be a way to lose the game.

    It'd help if the player can choose difficult level from the start instead of having to go through easy ones first. If there is a difficulty curve, it's very slow.

    Odd color choices for the first 10 levels. Dark Brown, Dark Yellow and Olive Green. These aren't exactly vibrant colors and they don't feel inviting enough to keep the player invested.

    Music is great. The mood is perfect for a puzzle game and considerably upbeat.

    It's great for a prototype but honestly, you may need to choose a theme instead of just colors. If you're going for colors then maybe have them look like shiny globs of paint instead of the default squares.

  • Very fun and simple. Under the same category as the popular "Piano Tiles" game I guess.

    However a minor nitpick of mine would be the blur applied to the tiles. I think they might contribute to the player's eye strain after playing for a while. Maybe if the blur were reduced to just enough to have that neon effect but less that the current level.

  • Alright. Since I'm shooting for the 500 reps to be able to use the msg feature of this site I may as well leave some feedback.

    I don't know if you set it this way but the glove only seems to punch in one direction and did not seem to drain Will Smith's (odd choice of person to punch by the way) life bar? At least I'm assuming the hearts to the right of the screen were his life. As far as the purpose of your game goes (a stress reliever to be exact), it did indeed help relieve some of my stress because the overall combination of the hearts, Will Smith's face and the drawn "body" were so damn funny...