Loved the colors you chose, they worked really well with the mood. Also enjoyed the angles you used, with the flashlight overhead and the desk really wide and big. Keep it up!
The one problem with animating to Ren & Stimpy audio, is that it will never look as good as Ren & Stimpy. This is as good as it gets though.
Loved it. No need for explanation.
I enjoyed it!
The art was nothing special and the engine could use some fine tuning, but I really liked how you pointed out platformer tropes while using them to great effect. Some of them I've never even seen before, so good job in that regard. Just could have used some polish and maybe another music track.
Pretty much exactly true to the original, great job on this. A few things I found that you might want to fix: I fell through a ladder on the first platform on the first level. The fireballs tend to climb up DK's ladder on the second level. The corks on the fourth level can be removed simply by being next to them, as opposed to stepping on them. These are just some minor things that didn't really affect my playing experience, but I figured it'd be helpful to let you know. More people need to play this and you are awesome for making it easily accessible.
Thanks alot for the review! I did notice those things you mentioned when I was testing it out, but just like you said, they don't affect the gameplay that much, so I left them to make the game a bit different, since they are not exactly bugs or glitches. Thanks for liking the game!
The skill is there, but the design is lacking
Art is fine, the programming could use some work. For instance, the bunny can kinda stick in certain squares, getting too far in to move anywhere but out. Hopefully that made sense, but ideally the bunny would slide around the solid ones when colliding with them.
There are a few game design ideas I didn't really like, and could improve the game quite a bit if fixed. I didn't like how the bear trap hazards were invisible until they popped up. This coupled with the fact that they could only kill you halfway through their animation was confusing; you could step on the closed trap when it was completely closed, but not when it was a frame before. Although that seems obvious, it made dodging them more difficult than it should be. The player should know where a hazard is even if it is temporarily off. Maybe I'm just dumb, but I kept forgetting the placement of the hazards and it frustrated me. Even if the main challenge of the game was to memorize trap patterns, I would think there'd be a better way of doing it. The level design could use some work as well, there were several levels in which I could get a lot, if not all, the eggs, kill myself to go back to the beginning, and then get to the exit easily. This provides incentive to cheat the game, which I don't think you'd want. Another problem that ties into level design was the end goal of the levels. At first I didn't know where to go after collecting the eggs, as the goal line looks the same as the start line. This also provides the player with a cheap way of getting to and from other sides of the screen without penalty.
A major thing of course is the lack of diversity among the gameplay, but that is to be understood for a quickly made game. It was a good-looking game with an interesting enough premise, but the poor design choices and overall gameplay made it not very fun. Hopefully this information helps.
Thanks mate, I appreciate your review! :)
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