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GutzGrilla

3 Game Reviews

2 w/ Responses

First, that got to be the most adorable, and the most badass cube I've ever played as!

Second, this game scratches an old itch... to play an old-school game, with a nineties feel; harkening to back when the platform games were flourishing.

I like Gappy's moveset. It feels so fluid, I can forgive the little slipperiness of the cube's movement. Besides, the levels have a lot of room for adjustment, anyway.

Also, the double jump can always be done once after any of the other jumps. It feels like it would make Gappy overpowered, yet the levels are full enough of dangers that the player is going to need the ease to use. The dive move is more useful than I gave it credit for.

One critique I have is the loading time after losing a life. In my opinion, it could be a bit shorter.

Also, in the second level... took some time for me to find the doors, since the background is dark. Thought that the colored squares were items of some kind.

People suggested that there be more checkpoints. The suggestion of an easier mode with more of them gets my support.

The difficulty is good, even if I'm having some trouble (need to git gud). Glad to see that you weren't afraid to put lethal hazards, like the water and the buzzsaws. I think that learning to avoid them is part of the gameplay.

I'll be tuned for when the game is out. Look forward to see it finished.

Hoo boy... I just started playing this game out of curiosity; ended up finishing it! That's how you know it is a good, gripping game.

(That judge is really something... But that prosecutor is a real piece of work. It would be deliciously ironic if her suit was made by the same manufacturer which made the defendant's dress.)

It feels simple, yet I had to check again the second evidence. Good thing the interface is very simple! It did help focusing on the details that matter.

Hope you are still working in this game, because I'd like to see how the hook at the end unravels.

Veinom responds:

The judge and the interface hasn't been mentioned by many, so thank you for that. Lawra's suit is not made by the same manufacturer, but yeah that would be quite funny! Very uplifting comment, you made my day :)

I'm working on polishing the existing version and the new additions would be worthy if a replay. I will try to upload an update in a couple of days.

Hi! I played this game because it is set in an old, ruined temple full of bones from previous explorers... The blonde bombshell with the cute dog had no bearing in it at all. No siree.

Okay, joking aside... this is a good game, yes. Simple, intriguing, and just a bit suspenseful. This is a demo, right? So, are you working on a bigger version?

Question: Zima is the blonde's name, or the temple's?

If I may offer some critique/suggestions... In my opinion, the animation could use some more work; it feels a bit wonky... a bit jittery.

Pressing up could have more use than just... showing the blonde's very toned rear. She could check certain parts of the scenery, or even find some secrets that way.

The sword could also interact with some parts of the scenery, like the wooden beams or the vines, such as the ones from the very first section.

Also, there could be more parts where the dog's assistance would be required... That's up to you, really.

I like the game's aesthetic. I do think the blonde could be more like she looks in the title screen; however I know that is hard to do using pixel art, while maintaining the character size.

Also, the way you divided the game sections is good. Some areas with dangers and/or enemies, the secrets, and the parts where you just pass through... all neatly arranged, so as to give some pacing to the player's progression.

If you are working on a bigger version, I'll be tuned. In any event, congrats on making this game!

protomation responds:

Hey, big thank you for the in depth review and suggestions. I really appreciate it.

I'm working on more, a full version, but i will keep it pretty short. It's meant to be a quick little adventure played in one go, rather than hours and hours of rooms.

Zima began as the name of the temple but now i think it might be the dogs name. If i make a sequel it would take place in another temple/setting so Zima is probably the dog.

Have you got some example when you feel the animation is jittery? Like it lacks more frames of animation or?

I agree the UP button could be a bit more.... useful :) as could the sword. I like your suggestions.

I want to include the dog more in puzzles, but without making it annoying. Like he helps out without hindering the player too much.

Girl in title screen vs the game. Like she looks more realistic whereas in the game more cartoonish?

Adventuring dilettante.
Just a lost soul, trying to find my way.
Currently on a quest to declutter the brain.

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