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Intrapath

91 Game Reviews

20 w/ Responses

First off, I've got to say that's the dopest preloader I've seen in forever.

On to the game itself, though, I dig it! The song fit the atmosphere, and the artwork was great. I felt like a lot of care went into that intro cutscene especially.

Once I was on the water, I clicked with the gameplay pretty quickly. A little part of me wishes there was more to do (i.e. collectibles or upgrades), but I think the real beauty here is in the simplicity. Plus, the waves are spaced apart just far enough that I never felt like there was a lack of engagement. The gameplay is tricky enough that I don't think anyone will survive too long and get bored, anyway.

I do wish there was a full screen button, though. I'm playing on Chrome, and a decent chunk of the top, bottom, and right-hand side of the screen were eaten up by the browser.

All in all, fun little game with cute art!

KittyhawkMontrose responds:

Glad you had fun with our little game! And really happy you like the preloader. :D Thanks for playing!

Solid entry! The pixel art and music/SFX both worked well, but regarding the former, some scaling up might've been nice (i.e. there were a handful of times where I wished the hitboxes were bigger because I was sure that I hit an enemy, and trying to read the numbers for the stats at the bottom was difficult). Plus, I couldn't figure out the purpose of the paths on the grass; were these just visual flourishes? If so, maybe a few flowers or something could work as background elements instead.

One other issue that I struggled with was hitting upgrades by mistake. A confirmation button would've been nice when selecting an ability; most of the time, when the upgrade screen came around, I clicked an upgrade accidentally because I was just about to press on an enemy when it popped up.

This was pretty cool all in all!

This was so much fun, I loved it! This was designed so well with phones in mind. Simple, straightforward, but a lot of fun. Plus, I freaking *loved* the audio, couldn't get enough of those SFX.

The only thing is that both 10K and 50K seemed pretty dang high to me for the costumes/medals, but that's more of a personal taste than anything. I also wish that the multiplier didn't cap at 5X; it would've made managing those super high scores a little easier. Once you hit that cap, it starts becoming more difficult to stay engaged. Other than that, though, this is solid!

I think there were some pretty cool ideas in here! In the main gameplay loop, I liked how there were always multiple decisions to juggle, i.e. tossing rocks through clouds to give enemies less space to hide behind, and when to hide in the water vs. coming up for air. Plus, it was nice having an upgrade path, those tend to work real for these kinds of games.

There were a couple of downsides, though. One is that I thought the title screen had a confusing layout, and wasn't very appealing. This wouldn't normally be a big deal, but since the player is constantly returning to it to upgrade their abilities, it sticks out as a negative point. Plus, I was confused the first time when I started the game and already saw upgrade buttons before I even did anything. Having a separate title screen that you see once, then a different screen for the upgrades, might fix this.

I think the general ideas are pretty solid though at their core!

This was pretty cool! MigMoog already called out some of the tech issues that I had, but I also wanted to add that the performance severely degrades at the end of a level, when you see all your little guys go into that container. I'm not sure if there's much you can do about it, especially when the program is handling physics for hundreds of individual characters, but I figured it's worth mentioning (I'm on Chrome on a Pixel 4A, if that helps). As for the game itself, though, it was really ambitious to make three different modes for a game jam! The fact that each one of them could've been their own game is impressive, for sure. On top of that, the art and sound were really charming, and reminded me a little bit of Elebits. All in all, good work!

CmFluffles responds:

Thanks for the review!, i'm glad you enjoyed! :)

Unfortunately there were a lot of devices we simply couldn't test on during the jam phase so some performance issues are to be expected sorry about that.

This was super fun, great job on this! This was really polished, and I agree with 3p0ch, this definitely plays better on mobile, and tied in nicely with the themes of the jam. It was also a nice exercise for me in realizing just how critical an object's color is when it comes to remembering what it looks like, even more than the silhouette or any inner details. I just wish that the high scores automatically submitted without any requirements for input on the user's end, but I'm guessing that's just a quirk of Unity and/or the NG API.

Steventus responds:

Hey I'm glad you loved it a lot!
Actually, the highscore submission was an intended design on my end. I just wanted to give players the choice of submitting their own score. But perhaps I should have made it automatic.

This is pretty great! It took me some time to really get the flow of the game, but once I did, it all clicked. The trick is to know your arsenal well; you won't get far if you're not totally focused on your build. Another thing I appreciated about the user's abilities were the boosts on the 1st and 3rd beat; that was a smart idea to add more depth to the gameplay.

It was also nice to see each of your abilities being used by the enemies (or are you the one copying from *them*? Hmm...) That showed me a different perspective on how they could be used, painting a fuller picture than if I was just using them instead of also being on the receiving end.

I only had a few issues - one is that the purple rings look like power-ups instead of traps if you're not already aware they hurt you; maybe making them red or spikey could help with that. The other is that I couldn't rely on the hitbox for the slashes; fairly often, I'd run into situations where the slashing animation cut clean across an enemy, but it did no damage.

All in all, there was some really thoughtful design work done here. On top of what I mentioned above, the music and art was enjoyable, and blended really well with the game. Oh, and my build was arrow, dodge, dodge, slash - that rhythm made the most sense to me personally, and maybe it'll work for anyone else who's been struggling!

This was really cool! I don't think I ever fully "clicked" with the motion controls, but they were definitely a lot more comfortable than the swipe method. The music was super catchy, the colors and designs were fun, and frankly, I'm impressed you got motion controls working for a web game! It reminded me of Wiicade from waaaay back in the day, when folks would use the Wii's internet browser to run Flash with motion controls. Great stuff!

3p0ch responds:

Thanks, and maybe there are better ways of doing motion controls -- I posted how to read motion sensors in web games in the comments, so hopefully some more devs can take a crack at it too and we can see what "feels" best after a bunch of people try stuff out.

This was pretty fun! I especially loved the SFX and music, along with the mini game to clean up the bug guts. I did run into some pretty significant bugs (not flies, unfortunately) early on, though. Most of my issues came in the 2nd level, and prevented me from continuing with the game. I'd get every fly, but my health would go down for some reason at seemingly random intervals. It might be possible that there are flies spawning off-screen, so I don't even see them before they go to the top of the screen. If it changes anything, I'm on a Pixel 4a on Chrome. Otherwise, I enjoyed what I saw!

AhWham responds:

Thank you for letting me know! I've marked it down to a mobile-only glitch I call "Ghost Fly". Basically when you kill a fly, sometimes it'll ignore that for some reason and the collider box will be still active and take away your health. I'm looking into the issue and trying to get it fixed as so as possible.

Edit: Should be fixed now, in case flies were attacking offscreen I utilized better minimal WebGL to have the whole screen fit. There may be some slowdown on older mobile phones like mine (iPhone 6s)

I dig it! It reminded me a lot of Canabalt, if you're familiar with that game. There's a decent variety of obstacles, and it was satisfying to gain momentum again after getting tripped up over a box. Plus, you did a good job with the character's design. Their red color stood out really well against the blue-gray objects and BG. One thing, though, is that I think this could really use a high score board. This seems like exactly the kind of game made for it.

Practicing in five core creative mediums (games, animation/film, music, writing, and illustration), and discovering how the digital world can be used to build them. Have also gone by LDAF (Layering Designed Abstract Forms).

Age 28, Male

Animator/Illustrator

Northern Vermont University

Seattle

Joined on 3/8/09

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