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18 Game Reviews

Yo, berserk tater is intense.
It do be adorable. Only adjustments I'd make is to have the food hitboxes be a little more generous, and slightly quicken the rate at which new elements are introduced. If the game doesn't possess checkpoints and it takes a while to get to the harder stuff, then the quicker we can get back to the challenging part that we failed, the better.

This one's really channeling that old-old-OLD school vibe. Though, I'd encourage the inclusion of as many modern quality of life aspects as is doable.

In truth, things do move quite slowly, especially the act of setting up equipment and navigating menus. Admittedly, I neglected to finish even equipping the characters due to the time it was taking. There's no shortage of popular RPG's out there to emulate when it comes to navigation, so I can only recommend doing so. But for my own two cents, text could be sped up and some text messages could be omitted altogether. Animating the textbox in and out of the screen may not even be necessary.

The game does a great job of channeling the old-school vibe, and for me the closest thing I can relate it to is pokemon red/blue, which even back in the day I considered to be too slow for their own good. An advantage of doing old style with new systems and practices is that you get to be snappier and less limited by hardware, so try to rev it up. That goes for the intro as well. The plot is set up well, but be wary of the amount of story you give between giving the player control. It's something I struggle to find a balance with as well, so always consider if every single line of dialog is really significant or if it can be omitted.
Have to wish you good luck in how you progress with this, as the style and premise has a lot of potential to feel like an old school game with a new-age dynamic.

hyp3rblue responds:

Thanks for the comment. I've been working hard on addressing some of those quality of life issues you (and many others) mentioned in your comment. I plan on releasing a version 2.0 in the very near future.

This game was created in with GB Studio, so, unfortunately, it has all of the limitations of a Gameboy game. I'm kind of stuck with the window popping up and down (as far as I'm aware), but I am playing around with the text speeds. I did edit the way the equipment menu handles. I even added an optimization option. I'm not sure if the slow down you're experience is the entire game or just dialogue-heavy moments, but I'm trying to address that more as I continue on with the game.

Those blocks that break up into smaller blocks were the bane of my existence. But this is such a lovely little physics game. No real issues to speak of beyond my lack of accuracy in aiming.
For convenience, there could be a mild indication of how the ball will arc when launched, but that's only if it's not supposed to be part of the challenge. I'd personally be cool with less chances to launch, but more convenience for aiming. But that's me.

Composing Gameplay for the Downer Days.
We are a small indie game developer in Trinidad and Tobago, focusing on small addictive (but not too time-consuming) titles that are available on browsers and android from the Google Play Store.

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