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Codefreq

10 Game Reviews

2 w/ Responses

The fast action of this game makes for a lot of fun gameplay. :)

It strikes me as stylistically like Meatboy meet's Binding of Issac with a bit of Retro City Rampage's Virtual-Boy-type graphics filter over it. Both characters are fun to play. The controls are pretty good, although the special button being Q can be somewhat cumbersome.

I also think it would be a good idea to add some kind of visual or audio cue to signal when the bar that allows you to use the special move fills up. I found myself having to glance at it to keep up but the fast pace of the game can make doing so more difficult.

A minor thing: clicking away from the screen did not automatically pause it. I'm not sure if that was an intentional decision or not but I thought I'd bring it up.

Overall, I think you guys did a great job. :)

Neat and unique twist on a puzzle-platformer.

The first explicitly math-featured game I think I've ever enjoyed. :)

Woah...

This is the best creepy point-and-click I've played since the Crimson Room series from way back when. I flinched at several moments.

The concept is really cool. It made me think about the existential nature of being the final boss in a game where the hero will keep trying until the boss dies. The dialog is compelling and I want to read the rest of it.

My main problem is the gameplay is sluggish and the overall pace for progressing through the game is too slow for my liking. For example, regarding the attacks of the boss you play as; while I understand why you may have decided to go the route you did (in boss fights like this one the boss is often slower than the protagonist) the slow attack speed as the boss doesn't really make for fun gameplay.

The graphics are very slick; I know retro graphics can be difficult to make distinct from a stylistic perspective but I think you nailed it here. The game is really fun and compelling; I wanted to see the rest of the levels once I got started.

The only thing that I have a problem with is the toggle button for dashing. Making it the "Z" key makes the game artificially more difficult than it needs to be. Maybe map it to "F" or a key more easily accessed?

Still, great job! :)

Edit: Yes, I was using the AD keys for movement.

LVGames responds:

Oh I see you where using the A and D Keys. Thank you for letting me know. Happy you like it! I still get that feeling too after many times playing. I want to see the rest of the levels once I start playing.

Edit: Okay that makes sense because I added those keys just because someone in the comments mention I should have it. But because your comment, yes it would make sense for another key for the Charge Boost.

A lot of fun to play!

The game mechanics are excellent It gets really hectic really fast but in a fun way.

I'm definitely favoriting this one. :)

What a charming game! :)

I'm getting a serious "Mario Vs. Donkey Kong" vibe from this.

The graphics are cute and the music and audio fit that design well (The footstep sounds made me smirk when I heard them the first time). Every element fits together really well here. The game mechanics are clever yet simple and fun.

Nice work overall. :)

Starblinky responds:

Oh man that’s a huge compilation, I LOVED that game as a kid.

Thank you :)

I think there are some good ideas here but the execution is flawed.

Here's my take:

+The idea of the protagonist being thrown into an environment without a lot of context and leaving it up to the player to figure out exactly what is going on is compelling
+The Game Boy UI is neat
+The audio in the dungeon is somewhat effective gives a sense of unease
+The overall gameplay is fun

-The controls are a little rough at first on the PC
-The mobile mode on my phone (iPhone 13 Mini) is cumbersome to use, even with FireFox (specifically, I cannot attack and move at the same time and the game itself is rather small)
-The music and audio overall is too loud
-There are no sound FX cues for things like player attacks, monster attacks, damage (either to monsters or the player), picking up items, flipping levers, etc.
-The Game Boy UI takes up too much space and it makes it hard to see the game without going to full screen. (I suggest making the Game Boy UI a toggleable option for PC and mobile and, specifically for mobile mode, making the buttons outlined and transparent below the screen)
-It's not always clear what items can be picked up or not
-I'm not entirely sure about this but there may be a bug with the level design where the lever with the spikes next to it, once you flip it, closes the door so that when you die and respawn at the beginning you can no longer access that area because the only door in is blocked.

I think once the issues are tweaked this game would be really cool to come back to. :)

Cool concept. A level editor the context of an indie game is not very common. The graphics are slick and the music and audio fit the relaxing vibe of the game.

For a game that took less than 24 hours to make, this is impressive. I just wish it were fleshed out a bit more; more levels, more explanation on how to use the editor, more elements to play with.

Overall, though, nice job. :)

I clicked on this because the name was absurd and bizarre.

I'll give credit where credit is due, this is fun for a bit. :)

Codefreq (pronounced "code freak") grew up in the suburbs of Chicago. He has a longstanding passion for video games and music. He started writing music with the computer since he was a little kid (around age 5) and he has been writing music ever since.

Male

Soundtrack Composer

Columbia College Chicago

Chicago

Joined on 8/29/19

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