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42 Game Reviews w/ Response

All 133 Reviews

It's a nice game. Beating it with all of the classes was fun. I like the vibes and stuff, but the dungeon is far too short to get the hp and arcane achievements, as they now require some really extreme RNG to pull off (especially the latter). I've played a few dozens of runs and I've only just unlocked the health one but not the arcane. And steel shield is waay too durable.
Also, do 'coming soon' achievements foreshadow some more updates, or is it the final thing already?

LeviRamirez responds:

There are large updates planned for the future, yes! The next update should fix the issues you have with the length of the dungeons :)

Glad you liked it tho! Hope you're looking forward to the updates!

Nice ^.^
The rewind timer mechanic seems kinda redundant, though. There could be some cool level designs with the timer being forced upon the player in certain places, but right now you can just jump over the panels and don't even start the timer, which seems more efficient (unless the timer not being forced is a bug and not a feature ^.^')
I've got 10/15 gears and I think that if I'd revisited the non-demo game, I'd go for all of them, because it was pretty fun and challenging, plus, the graphics are cool

JR01Games responds:

We had a few game modes in mind that would take more advantage of the Rewinds mechanic instead of it just being a reset tool, but the time restraints for the Jam only got us to make the one mode.

The timer is suppose to start when you start moving at the start of the level, the not starting part is a bug on me for added the different control inputs last minute. 😅 This should be fixed now.


And thanks for the review and for playing! I probably wont pick up on this project for a while, but it would be a dream to make it a full game. If you do go back to for the coins, I may have a little completion bonus.

I'll just say the graphics are really, really nice.
I hate to be that person, but some of the designs remind me of various McMillen games ^.^'

nulledwine responds:

Yeah, I got a lot of inspiration from his stuff. Hopefully not too much of a copy haha

Went straight for hard mode and finished it with 60 death count :P
Cool game, well executed. Really pretty, satisfying and just fun to play.
Also, it would be hella cool if CIA was actually pitting overpowered orphans against each other instead of doing their typical stuff...

RatThing responds:

Hell yeah, nice work! Probably right about the CIA :P

Really cool game. Btw; is there something secret I can do with the key once I dropped it in the computer room in meatspace and went to 5-4 in cyberspace? I couldn't see anything openable, even in my second playthrough :/ Should I try drop it in another room? Or just look harder? Or is there nothing I can do with it?
Edit:
It's paradise for me now :P

Droqen responds:

Thanks <3

Something's different in 5-4 in cyberspace. It might be a bit unclear because of the pixels, though. You're sooo close.

I'd love a way for the player to see their current build with details... There were many situations of me buying stuff that was worse than the previous one. But then, there's usually a lot of money between the shops to collect, so it's not that big of a problem :P
Also, some more bosses would be great ^.^

Stepford responds:

There was plans to have a pause menu that showed you all the details of your gun, but I'm not currently working on the project. Doing other stuff! Maybe in the future. <3

Pretty good thingy. Finihed all of the quests and would do it again. A few questions, though...
Does gold give you anything besides a score? And do the hours do any harm when they pass?
I mean, I can see how long it took me to win the game, which was 94hrs on hard difficulty, but is are there any impactful mechanics connected to gold/time?
Anyway, the game plays nice, but could use some balancing, like throwing progressively harder enemies at the player the deeper they go (like +1 stat bonus per floor or something similar), because it's really easy to get overpowered quickly and just rush through the levels trying to get that last monster/item
EDIT: Ok, finished the game on hard again today and it has a very different feeling to it :P While it's still possible to get overpowered by rushing through the floors without touching any enemies and eating every good usable on your way, it's very needed now that the enemies are getting stronger and stronger. Especially when you look at their unfair defence stats (if you rested a few times too much too early in the game)
Anyway; the game's still cool ^.^

Extar responds:

Glad you enjoyed it! To answer your questions:
Gold is indeed basically just a score. It seemed better to keep track of the good items you were dumping rather than them just disappearing.
In v1.03 and prior, again time passing doesn't do anything besides work as a rough 'how long did it take you to finish' at the end screen.

I liked your idea of a simple stat increase to enemies when leaving a level, 'why didn't I think of that?' It might have just been something I thought about adding early on but forgot. Anyway I've updated the game to 1.04 now so whilst gold is still just a number, enemies get stronger with each hour that passes. It's made things a bit harder and it makes constant resting between battles a poor strategy (as was originally intended) but a playthrough should still only take about 15 minutes.

So thanks for the good idea! :)

A really cool demo ^.^
Love the gory details

ToasterPower777 responds:

Thank you ^^ Im glad you enjoyed it

youtube.com/channel/UCRBoR9mgKVmyP46NEHMlKpQ

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