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PhotonStorm

42 Game Reviews

15 w/ Responses

Graphically this is good. I liked the animations on the game over screen and the in-game sprites were funny, especially the things going on in the background under the sea. It's basically inversed Flappy Bird, so will never win points for originality. I think the hitbox needs to be a lot more forgiving (it was far too large for the submarine), but aside from that it was nicely put together!

Nice simple concept and good animations. I managed to run a couple hundred meters but was killed by an impossible layout of items that meant instant death. I think if the hitbox was made quite a lot smaller and you were careful to always spawn enough power drinks vs. power-downs, then it would be a really solid little runner to kill a few minutes :)

There I was, happily bouncing the green ball around thinking "yeah, so what?" and then you dropped the 2nd ball in and it all went to hell :) A great fun little concept!

I played if after you published Update 3, so you may have fixed a few things that earlier reviews picked-up on, like the coin spitting jugs. Even so, this was a beautiful little game! I love the concept. The artwork and animations are great and the controls are tight and fluid. That said, I really couldn't get very far! At first I honestly thought you had to take off a petal and drop it into the jug in order to get the speed boost. I had no idea you got the boost JUST by using a petal!! Once I worked that out, it became a lot easier. Until I met the jug spitting coins, that is :) Damn man, that was insane. Even so, thank you for making this :) It's a brilliant showcase of a platformer made in Phaser. With some difficulty tweaks it'd be solid in its own right, too.

HealliesGames responds:

I would like to go back in time to fix this damned difficulty.

It was an immense pleasure to participate in this jam, and thanks above all to you for this magnificent framework.

I have to admit that setting all things up was a somewhat mechanical step. But I was surprised how an editorless framework can make the job of making a video game so light.
I have tried many libraries, such as cocos2dx, but I don't think it achieves the simplicity of Phaser.
Also thanks to the well detailed API.

Congratulations indeed for the community support.
It would be an honor for me if you consider the game worthy for a Phaser showcase.

Great idea! Like playing a sort of inversed golf. I honestly had no idea there was a par per level until around map6 :) and frankly, I doubt I could have made the par on any of the levels anyway! Mostly it was as much as I could do to just click and click to get the knight to the flag as he seemed to like sliding quite a lot. I enjoyed it a lot though. I think you could have added some kind of power meter, so it was obvious from the mouse pointer proximity to the knight how much force you were about to exert, especially when you were really close to the flag and needed only a little nudge to get on there.

rmkubik responds:

Thanks for playing!

I was having a little trouble with the Arcade physics friction so had to roll my own. My friction is definitely a bit too slidey right now.

I like the power bar idea. Some visual indicator for strength of your shot before you see it would lead to fewer frustrating moments.

Concept-wise, I liked this. A sort of asteroids with extreme zoom levels was a nice take. Honestly, it was only really playable when zoomed really far out, otherwise those bloody mortars just nuked you instantly! It felt good flying past a mortar at close range to pick-up a star thing and have it shoot at you and miss. Going in too slow was just insta-death, though. I didn't get past the mortars level I'm afraid. I had just one star left to collect and I got nuked on my way to it and didn't want to redo them all again. So I never even got to use my laser :) I think it would have felt more fair if the mortars actually fired a projectile at you which you could see coming and then have time to avoid, rather than the one-shot kill it is currently.

3p0ch responds:

This is good feedback to hear. As a dev who tests out my game a lot as I'm making it (and gets a lot of practice in the process) and especially a skill game where I also know why I'm designing the levels the way I am and know what I want to force the player to do in order to win, I think I fell into the trap of not realizing that most players aren't going to spend hours playing to get practice and/or read my mind on what the "right" way to play should be. I'll plan to tone it down a bit in future games.

This was great! You should add to the description that you use WASD to move. I really liked the concept of having to balance shooting the baddies vs. buying better weapons and paying to unlock the walls between zones. The mines were great fun :) (although when I ran out of them, the bullets I was then shooting looked like mines!) - the only issue I had was needing to move to avoid baddies and try to buy something at the same time - required quite a bit of finger kung-fu to pull off without dying.

ArkahnX responds:

Thank you for the feedback!
To be honest, without knowing precisely when the cutoff for this jam was outside of "By February 16th" I was aiming to finish it before midnight eastern to be safe.

Some things certainly didn't make it into the final release, as you said such as unique graphics for all weapons, some physics bugs (getting pushed outside the map)

The control setup also does not favor laptops at all, very much a mouse and keyboard experience!

Overall, my team of two was happy to release what we did when we did, given the restrictions (Did you know, this was our first time using Phaser, typescript and working on something as a team?)

Honestly, after avoiding having 100 radios thrown at me, I think they should have made up :)

kiba095 responds:

TY on the rate sir, ill improve the game bit by bit. Phaser3 is good for beginners like me. :D

Cute concept! I liked barking at the various things, but I couldn't for the life of me figure out how to howl at the moon!

MoHDI responds:

:) You gotta sit to get that howl in. Thanks for checking it out. I've been enjoying Phaser a lot and look forward to fixing this game so the UI and puzzles are a bit more of an enjoyable experience.

Lovely fun! Controls were fluid and responsive, shooting the bouncing baddies was great fun and the sound effects just topped it all off :)

BobbertOC responds:

Thank you, means a lot man! :)

Richard Davey @PhotonStorm

Age 48, Male

Lead Developer

UK

Joined on 5/6/08

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