It's incredibly stupid, I love it!
It's incredibly stupid, I love it!
This is a pretty interesting top down take on the crazy taxi formula. Ironically enough, I was going too fast to be able to accurately reach the last bus stop and ran out of time.
It appears to run on the itch build, so long as I have Brave shields down, I would recommend that you document this. For now, I have reported the issue to the Brave devs.
Now for the main portion of my review:
The game appears to work far too slowly on my devices (Lenovo W520 Thinkpad, Dell Optiplex 990), I have only tested this out on my browser (as likely mostly everyone else is probably going to experience this game). Sadly while it can run, it just isn't in a playable state due to the horrendous input delay. Hopefully, you can introduce a hotfix for this in the future, as the game looks like it could be something fun to play.
Would have been nice if this game got updated to have all the features considering the mobile store version appears to have been taken down...
It could be good, but it is a pain visualizing the arc I would take with my shotgun
It has a good idea, but the neglect to have WASD and mouse controls are absurd. Also, for me, the game is zoomed in
Would be nice if there was a NG achievement for getting all icons (and/or pop-ups)
not a bad idea, hmmm....
Can be fun, but the enemy AI completely turns stupid as soon as you are stationary
Beat the game in less than 5 mins, kinda sad the campaign is short, and the lack of puzzle elements here makes it difficult to create an inventive level.
Edit: IMPORTANT! The following review covers an incredibly outdated version of the game and does not reflect the current state of the game.
The gameplay is alright, but the lack of checkpoints just ruins the main game for me, screwing up ONE puzzle will put me back to the beginning of Feedwater, and I don't like that at all. As for graphics, they are pretty meh and don't fit together well, perhaps hire a pixel artist to work on making visual assets? (For example, the balls could take advantage of a scrolling texture to properly imitate rolling in a 2D environment)
Edit: Okay, so I am going to be documenting some puzzles in Feedwater that are too difficult to clear:
Bottom left: Arrows are clumped together far too closely to be capable of dodging them, I also cannot document the path I should take to complete this puzzle.
Left: Requires an absurd level of timing to fire 2 groups of arrows at once JUST to clear BOTH walls
Top left: Is actually the only puzzle I can beat here, however boulder recovery is impossible so if I slip up, I have to deal with it. Also failing to time this puzzle adequately is far too punishing for the player, perhaps switch this to a mounted crossbow section?
For all puzzles, PLEASE add checkpoints when I successfully open a door on the right. I could screw up ONE section and have to redo SEVERAL puzzles just to regain progress. Other puzzle games don't punish players for screw-ups by throwing them back to the beginning, this WILL harm the popularity of your game, even in this demo.
EDIT: I've published a version with checkpoints in the "Feedwater" level.
Thanks for the review and valuable feedback! The game does have checkpoints, including Feedwater, but admittedly that level can seem punishing when going straight from the tutorials. I will eventually be adding more levels to build up to it so the player is more prepared when reaching that level. Currently, the game throws you right in at the deep end without any learning curve.
You're right about the art - they are placeholder assets intended to serve the prototype only. I'm gradually replacing them with something more polished. Watch this space - the game will become much more refined over time! :)
I am a digital artist and gamer, I also know a bit about web development.
If you want to wear or hang what I make on a whim, hmu!
Age 19, Male
Professional Artist
United States, West Coast
Joined on 3/20/15