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Butzbo

112 Game Reviews

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Oohh great work!

Simple mechanics nicely executed, and about the ideal length for a web-game you can finish in one sitting. Always great to have a bit of puzzle-sequencing on one-screen platformers.

Only nitpick from me is on difficulty curve, as Area 3 felt more difficult compared to the following 4 and 5, as those both had mechanics which allowed you to stop and carefully plan your next move for a bit (skate slide and bouncy platform). That said, the skate level was easily my favourite in terms of dynamics so it was pretty rewarding.

*Croaaak*

Made it just past the triple potato fight. it was nice to learn the logic to see when to use each item and figure out which rule went wrong when I missed, reminds me slightly of Shin Megami Tensei / Persona combat systems in which you keep up your 'combo' as long as you use the right elements, but in a more unique enemy-specific way.
Some graphic tweaks could help make the info faster to read -like highlighting respective colors on the recipe itself-, more specific details if you'd like to polish this further.
Cool beans!

Niiice, digging all of the unique color palettes and morphing scenarios, which made for a pretty unique effect. Only issue was having to reset on the candle zone as I got stuck on a 'wrong warp' of sorts, but other than that, kept me wanting more in a good way. Good job!

Nice horror vignette! a lot of nice little details which push the experience, like the subtle creature movements around. character art was nice too. 'Item hold' was a bit odd as one hand stays on mouse while the other has to multitask handling interaction, movement and running. I do like the idea of holding items as a handicap on a survival game, but perhaps having to drop the item to interact with others is enough to make it feel like a burden, but that's only an impression on this demo of the game.
Good stuff, keep it up!

Moonth responds:

Hi, thanks, I'm glad you liked it!

Yeah, I'm going to rethink the control system seeing as so many people find it annoying. I got the grab/drop item system from Little Nightmares, where it works with this button scheme, but seeing how many people don't really like it, I think I'm going to give the option to push, instead of having to hold all the time.

Niice! Gameplay is pretty fresh, at first it I was barely making a triangle -and it was difficult getting used to the Left-Right movement on a circular area- but eventually got much better at it, and bonus gacha cameos are much welcome (it's castle cat!). Tone and graphics reminded me of the good old GBA.
Good job!

Pretty good! played for some good 20 minutes. It's fun to 'draft' your build with a bunch of interesting parameters, dropping stuff, affecting your sight area, pretty interesting next to the more standard 'better reload time- type' upgrades.

Some added things, I think the game could be a little more bold on abilities like the 'Super' move, it took me a bit too long to realize those existed. Aswell as the 500 second timing, would be nice to have some sort of reminder of how much you have left.

Oh and perhaps you could showcase your main character a bit more (title screen, etc), to make the game more iconic.

Niiice this is my jam! Pretty fun frog-inspired platformer.

The movement felt pretty sandbox-esque: hard to get used to, but eventually satisfying as you discover how to take advantage of your frog skill set.

This test-level got challenging fast though, It took me a good 20 minutes to get to the 5th or so checkpoint, Finding a good rhythm to climb through platforms was usually the hardest part. That said, it's so much fun to watch the frog bounce around and sticking into platforms, that even with the difficulty it was a fun experience, I'll be checking out the full game ;)

Wow this was a fun one! I loved the idea of piling up dogs and switching up their places, made for a fun variety of puzzles, and I like it when common mechanics -such as the double jump- require more specific conditions to work.

Good job!

Ps1: At first I thought the game was somehow related to dogs++, a cool chiptune musician
Ps2: I tried to go out of bounds on the playground end screen but hit a wall, had to try it at least lol

Wow this is pretty cool! I really liked the sprite work here, the cartoony visuals stand out a lot.
There are also some interesting design decisions, especially this idea of the bosses having a 'sealed phase' and then one when they get free and move around, can make for some fun variation during the fights.

It was kind of easy right now as it's easy to get a huge DPS, but if the fights were more dynamic (more ways to attack and dodge attacks) this could turn into an awesome (maybe rogue-like) game!

Also good name choice!

Niice! Must say the first time playing I got super stuck with the demon's riddle, then decided to give it another shot (had to look at the walkthrough for the riddle though, it's a clever one but though to figure out early in the game)
After that, it took me a bit of trying stuff around, but managed to figure out the rest of the game, Success!!!
'SPOILER' - I have to say the 'Aha!' moment where I found out how to get the Apple with CMD powers was a great one, easily the best part, it's cool how the game actually tells you how, but at first you don't think it's something you can actually interact with. After that it was satisfying to solve everything else smoothly.

BoMToons responds:

Thanks for the review! I'm glad you got to the "aha!"

Helloe! I'm a 2D Animator from Chile, and sometimes Game Developer (actually, Newgrounds got me into animation!) I post some personal cartoons and drawings every once in a while! Cheese and lizards are cool too. Bzzzztt!!

Antonio @Butzbo

Age 34

2d Animator

Santiago, Chile

Joined on 9/13/06

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