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MuteAstro

17 Game Reviews

5 w/ Responses

Wow that difficulty ramps up pretty fast haha. Definitely got the old school vibe on that aspect. Cute graphics and solid gameplay!

This is almost there. First of all, your presentation is gorgeous. Wonderful settings and memorable character art. It almost feels akin to an old LucasArts game in some respects, visually. Music is fantastic, as well. The idea of a rhythm game mixed with a bit of an RPG is really cool, but man, I had some trouble with this tutorial. It might be my keyboard, but I feel like I can't block barrages at all. It's really frustrating. Would love to see this achieve full potential because you clearly have such a strong grasp on what you're going for. Will try again soon to see if I can get past that first bit, because it's kind of brutal for a tutorial.

EDIT: Literally after I typed this review, I beat the tutorial haha. The reveal of the second part of that was awesome enough to get me to bump this up a bit. I still think it needs some control tweaking, but there's something special here.

SquishY-Bottom responds:

Thank you! This is a very thorough review, the biggest complaint so far has been that barrage of bars actually. So, you are right on the money. I will be removing it in the release of the game and in upcoming ng uploads.

Ending was worth it. Simple but fun time!

There's a clear love and care here for what you're recreating and it's super inspiring. Controls are simple and intuitive, rarely did I feel like anything I got hurt for was the game's fault. If I had any feedback on what I'd like to see more of in the game is giving Sophia more powers. I'm not sure if I've played enough of the demo to see that, but more variety is always good. For the demo stage, this is excellent.

jakemacher responds:

For this game it's just the 2 spells. There are mini games that try out different game ideas like fishing, flying on your broom, and a small game where you're a cat.

This is such a ridiculous concept for a game, but it's genius at the same time and actually requires a learned skill that goes beyond the craziness. Not sure if I can sit here and destroy my keyboard over it for hours straight, but I find myself returning to it now and again to see if I can try to master it.

This is ridiculously impressive. The fact that you not only tapped into the Gameboy aesthetic, but took it another step to incorporate a Virtual Boy vibe with the character models in the cut scenes is absolutely wild.

Character feels smooth to control and jumping and rolling back feels good, even if it took me a second to get used to down being dodge. My only note here is that despite landing the hits, some of the early enemies are short and there's a visual dissonance I have when I'm fighting them. Like even though I am making those hits, it kind of looks like I'm not, if that makes sense.

Excited to continue playing this!

JoelJGames responds:

Hey thank you very much for the great feedback, I'm glad you like the art style!

I get what you mean about the punching and hitting enemies, it's tricky within the constraints of the hardware and the way I've set up the enemies basic AI, but It's definitely something I'd like to improve to feel a bit more solid and satisfying, and I've added your feedback to my 'things to improve' list for the finished game

Really fun game! Simple, but right to the point as well. Just in time for Halloween and with a lot of fun little nods to horror books and movies. Reminds me so much of those old Cartoon Network gams where you'd run around an island resort looking for things.

Gary @MuteAstro

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Joined on 8/13/22

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