00:00
00:00
Butzbo

108 Game Reviews

38 w/ Responses

Simple but pretty well implemented reflex-based mechanics, character poses are great, and countering attacks is so satisfying! it took me a bit to figure out the anticipation for each demon, I found the Vanilla one to be the hardest one to read, but at least you have a chance of dodging them.
good job!

Coolibert jam game!, I liked the 'puzzle' dimension it had as you had to build your tower in a way that you could better protect it from this cloud, but also not getting yourself trapped, making all those otherwise smaller choices all more meaningful.
I wasn't sure if the different building pieces had particular properties or had different resistance to the rain, but I liked the variety of assets.

Pretty fun game, always nice to find this games you can play with one hand. and other than a learning curve detail, (which I'll mention below) the progression was well executed, and I like how fast its meant to be played.

Since it's a review, I found the first 'tutorial levels' to be a bit over-loaded; once you're done with the learning levels, it felt like quite a lot of things were not present at all until much further, which made me wish those elements were actually introduced when the real stages were beginning to use them.
Other issue which comes to mind are the movement physics, they followed some unusual rules like the fact that you 'bounce' off walls, and also you slow down when you are jumping right next to them.

Aside from the engaging "twisted-yet-controlled" atmosphere, It had some cool mechanics, with the height-defined platforms being my favourite.

While I do agree with some reviews that the events weren't as easy to follow, it was entertaining to solve the mouse-puzzles and find the complete drawings, while getting bits of the story.

As some have mentioned there could be a way to drive more attention towards the completed pieces (maybe it's more of a pacing detail as you may be able to place the pieces really fast), similar to the 'day' info which I didn't pay much attention to until halfway through.

That said, congrats on getting frontpaged!

Pretty fun, and highly challenging platformer with good mobility!
My main issue was probably the difficulty. I think comparing the 1st segment (before the 1st checkpoint) and the 2nd, it felt too big of a leap on the difficulty, but at least the 1st part was short enough that it didn't took long to get back on track.
It was also entertaining to learn a strategy on beating every room taking as little damage as possible, in that sense it had that (I guess intended) 'retro' feel of learning and improving by repetition, and at least you kept the keys if you died halfway through.
I did manage to get the 2nd key on my last try, but I lost shortly after.
I hope to get back and finish it sometime!

A pretty entertaining explorative quest I like how the map feels like one big 'organic' area instead of something created as a tilemap. It's also great when these kind of games manage to work without text at all.
It did require a bit of patience trying things out at the beginning, and specially finding the paths, at first I thought the only thing to interact with was the sheep...I even tried pushing it into the hole! then I went to the other sheeps, but it took me quite a while to introduce it in the right angle, but that's more of a technical detail.
Good job!

Great little game; had some good variety with its own story and characters for a short ludum dare game :)
The combat started really basic (could be easily button-mashed through nearly half of the game), but it got a little more interesting towards the end with extended and 'one shot' attacks.
The dwarf bit made me wish that the camera could have zoomed out a bit more, many times I was seen by dwarves I wasn't even aware of, and the alert sound was a bit loud, but that's a smaller issue, heh.
The overall art, animation and humor was pretty entertaining, and really shined through the different environments.

Good work! While I was expecting my yearly dose of christmas speedrun, this was a nice twist to the series. it's cool how you keep exploring the level designs with the main base mechanics for some fun puzzle-platforming segments. Also I love how the screen shakes with Santa's jump, it's just one simple detail which adds a lot to the character.
The only thing I missed were the secrets you could find before, they probably made more sense in the 60s version as shortcuts, but I still hoped to find more hidden things in the level other than the stars, considering that there was no time limit and you could explore at will.

Phew! glad I could finish it on the 50 min mark.
Overall a pretty entertaining though game, I got this early reaction of getting somewhere and thinking "man, this looks pretty advanced, there must be an alternative path", but no, that was the path! It required a lot of practice but it was achievable. The whole game had me on the verge of quitting due to difficulty but just then I could improve enough and beat the segment.

Still considering the difficulty, one issue I had was that the spear-bouncing segments (before getting the gloves) was the hardest part of the game for me, having to do with how precise the collission had to be, and the fact that approaching from the side had a really limited hitbox, otherwise you would get hit and fall to your doom, but in contrast, the later segment before getting the 'cape' was surprisingly easy, difficulty has its subjective side, but just out of curiosity It made me wonder how was the testing process to determine the difficulty.

That aside, great job on a short satisfying game (being able to play with one hand was also a plus!)

esayitch responds:

Hey! Glad you enjoyed it :)

Regarding your question: The game was designed with mobile in mind as well as flash, and tested mostly on Flash. That said, I knew that due to the sometimes finnicky controls on mobile, and the nature of the wall jump, that difficulty of the last area would need to be toned down otherwise it will be nearly impossible, so that's why it's easier than the glove area, when played using a keyboard (no issues with the controls). The wall jump is also less than ideal on a computer, so there is that.

Thanks again :)

Great work!, this was a fun one to go through!, creatures felt very unique, and it was entertaining to follow their problems, some of them being pretty humorous or just strange in general, nice you could sneak in a gamedev monster aswell.
Music was engaging and visuals were well implemented within the palette, there was a lot of fun variety on the backgrounds aswell.

That said, one thing I missed was that it made me wish that there were some more puzzle elements to it or some characters you could help and then they would influence other puzzles or be more connected to other characters from the castle (or maybe there was something like this but I didn't notice) as a 'break' from just talking to characters through the game.

But in any case it was a fun experience to follow, good job!

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 33

2d Animator

Santiago, Chile

Joined on 9/13/06

Level:
33
Exp Points:
11,822 / 12,090
Exp Rank:
2,499
Vote Power:
7.45 votes
Rank:
Police Lieutenant
Global Rank:
4,551
Blams:
588
Saves:
1,378
B/P Bonus:
14%
Whistle:
Normal
Trophies:
96
Medals:
2,434
Supporter:
8y 5m 26d