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OmarShehata

50 Game Reviews

19 w/ Responses

This was a really calming game to play at the end of the workday! I love that it was so easy to just jump in (figuratively and literally!) and discover the mechanics. It feels like it wasn't rushing me in any way. Like, I think one thing that would have made it potentially more engaging but also more stressful for me is if your oxygen tank refilled when you bounced on a fish, so you had to constantly keep finding more fish (kind of like how Downwell encourages you to do that with combos).

I also kept trying to grab things (like that yellow pumpkin looking thing, what is that? Nevermind, just discovered I can hit it with crabs) until I realized I could only grab the crabs. It could be fun if more things were grabbable as you went deeper in.

It would also be cool if this had leaderboards! How long did this take you to make?

This is a pretty fun and well polished game! Is the daily challenge procedurally generated?

amidos2006 responds:

Everything in the game including the levels are PCG'ed

I finished all the levels! That was thoroughly enjoyable. My favorite was the one the flower one. I like how it involved both figuring out how to go about it and getting the angles just right.

I noticed you compute the intersection before the beam finishes its path (so if I try to hit one and then the other really quickly so it can get to its target before it intersects) it will still change color even though the other beam isn't there yet. I was a bit dissapointed. I think making it so that you can't fire until the previous one has settled might make it look more visually consistent.

MSGhero responds:

You're right, I didn't even think of solving puzzles that way.

... you know if you want to get into Haxe, you could make that change yourself and PR it :P

This was a pretty fun mechanic! I think one small thing that would make it better is if the player was a different color than the enemies. The fact that the player teleports makes your eye jump to see where you end up, and if you teleport right next to an enemy it can be frustrating when you make a mistake because you thought you were the other sprite.

It's a really fun little game! I love the art style (also playing with a fat guy in a bunny suit running from a black dude is hilarious XD). I can see where you guys ran out of time (like how some buttons are just text), it was perhaps a little hard at first to discern the good things (burgers) from things that trip me over (I first thought the can was like a food item) but I got it quickly enough.

There's just one thing I don't agree with, you saying you won't do another competition again. Even though you ran out of time, you still got a game concept that you prototype, something you can later build upon, and worked with and got to know new people!

ProgressStudios responds:

Yea, I will probably I was just stressed at the time ahha :D

This is actually a really good game!

The concept is pretty awesome, and you did exactly what game jams are supposed to do, prototype a game idea. I didn't get too far but it's pretty fun messing around with the enemies and stuff. There's definitely potential here to develop it further.

Amazing game! Beautiful art, innovative mechanic that is well executed, and highly polished.

I really think this is a model game jam game. It prototypes a new mechanic and execution, and is polished well.

Great work! Don't think I have any gripes about this one.

MintPaw responds:

Thanks, good work with Condensity too, there's going to be some tough competition.

I loved the humor and the dialogue! I felt that was really top notch. Everything seems incredibly polished. (And of course the music is AWESOME)

I feel like your only lacking area is intuitiveness.

The art is pretty awesome as well. I'm sure this has been said before but the initial reaction to the game is pretty confusing. At first I skipped the little speech bubble and said had absolutely no idea what to do. Something like that *needs* to remain on screen. There was also little feedback from the tools themselves. I thought I was supposed to click where the green light is with my saw, but I just kept clicking around until it randomly worked. Having it light up when you get near the right area would really help.

Also what was frustrating is the fact that the cursor is relatively large, and has sparks coming out, and that makes navigating on super thin lines really annoying. Perhaps at least making the starting stage a bit more lenient would help a lot more players get into the game faster.

I also felt that the time limit did more harm than good, at least in the first level. After 3 attempts at restarting the game and trying I still couldn't beat the level in time.

I'll give it another try but other than that, incredibly amazing work!

I *love* the amount of polish and humor in this game! Props on that! Opening dialogue was pretty funny.

I found the game a bit confusing at first, because I forgot that "space" or "z" makes me spin. Placing an in-game sign about that would probably help. I wasn't really sure what the different coloured floating stuff meant and what exactly I was supposed to do. Although I think I got the hang of it.

Overall a pretty awesome game. My only two major suggestions are tighter controls for the spinny thing and perhaps some helpful in-game signs here and there.

My first thoughts were: "what the hell is going on?"

Just one introductory screen would have probably been nice. Or even just throwing "kill this guy! Shoot with mouse" in the first room would have helped

The fighting system itself wasn't really as fun as it could be because it lacked feedback. The entire fun of fighting games comes from hitting/shooting and seeing the enemy get hit. I couldn't tell if I was even doing any damage. Just knocking the enemies back would have been awesome.

I also couldn't get far enough to see your mechanic in action.

I'll try giving it another shot if I can figure out how to actually kill enemies without most of my health getting eaten!

egg82 responds:

Haha, I 110% agree with some kind of instructions. I made a button to one, but we ran short on time. Yeah, it really was that bad xD

It definatly lacked feedback. Again, the time. I think the time is my only major complaint (but that's the point! :D) - if I had one last day to finish it I would have, at the very least, made some feedback.

The mechanic is present in two ways: One as sort-of an idea - that would be the puzzle at the end (which is supposed to be a brain - you're "re-calibrating" your brain in a sense) and the other in your weapon. I'm not sure that I should have made punching that powerful, because the weapon is supposed to fall into disrepair as you use it (that bar isn't ammo) - collecting gears repairs and upgrades it (minus the upgrades, here)

I like the ending, but it's damn near impossible to get there (probably for the best. Warning: Programmer art ahead)

I absolutely love telling stories and it's more or less why I do everything I do, from making games, to teaching & writing.

Omar Shehata @OmarShehata

Age 29, Male

Graphics Programmer

Ithaca, NY

Joined on 8/1/08

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