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RyThom

13 Game Reviews

3 w/ Responses

So, this game has basically nothing in common with either Mega Man or Super Mario Bros. as it says in the description. It's more like Darkwing Duck meets a THQ licensed platformer. But it does have some good level design and genuine challenge. The controls need to be tightened up, but there's some fun to be had here.

Terrific level design! I like the direction of the sequel more than the original. I'm on board for Part 3!

Bionic Commando with a giraffe! Once you grab an attachment point, it'd be nice if you had more swing, but pretty nice for your first finished game!

It was really good until "work on a project!" That screen is not intuitive and I could not advance past it.

Nice game! Cute and fun. I played it a dozen times and ended up with a high of 13.

My only gripe is the rings bouncing off of the cake. It makes it incredibly dangerous (cheap) depending on where the cake spawns.

platformalist responds:

Thanks for playing, RyThom! Glad you had a fun time with Cake Cat. :)

I agree about the donuts bouncing off the cake - I purposefully gave the donuts a safety spawn period in which they wouldn't be able to hit the cat shortly after spawning, but I should have also given the cake a spawn period, during which donuts wouldn't bounce off it. Oh well, lesson learned.

Thanks for the feedback! :)

Great game! I couldn't stop playing until I beat it! Fun, frantic gameplay that ramps up fairly with some inventive bosses and addictive RPG elements. Well done!!

Neat!

I played this way longer than I thought I would! Fun!
Some ideas to make it even more fun:
- Increase the speed of the blue blocks as time goes on. I literally could've played this indefinitely as the challenge never increases.
- Make "tail" segment pickups that are worth a bunch of points, but create another thing to get hit by the blue blocks. Risk/reward.
- Make point pickups to force the player out of a comfortable hiding spot.
- When you make a "close call", nearly hitting a blue block, make it worth something Crazy Taxi-style! Anything to encourage more reckless playing - the game is a bit too "safe" as it is...though its quite relaxing that way!

genevrarose responds:

Hmmm, good ideas. I'll definitely add faster blocks over timeā€¦ now that the 10 hours are up, I can update it. :D

The animation is good, but what am I supposed to be doing? I managed to get a party hat on the guy's head...is there anything else to do?

Pretty fun with great drum sounds! I would like to have alternate controls, so the game can be controlled using two-hands, ideally totally customizable. As it stands, it's a bit cramped. It would also be great to have different trigger zones, so you can ride on the bell of the big crash cymbal, for example. Lastly, it could really use a high-hat pedal, though I can only imagine the challenges in programming the nuances of that!

Telver responds:

Hey, thanks for the ideas and actually these are quite good. Especially my favoruite idea (and that I will probably add to the game) is the customizable keyboard layout. And I belive that different trigger zones could be quite easy, so it's up to player, which drum components to trigger! And don't worry, the programming on this one is not really challenging!
Thanks for the feedback and ideas :)

Age 41, Male

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