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Griffonmender

75 Game Reviews

23 w/ Responses

It's not bad, but it's a bit strange and inconvenient that I can't tell how many points I've put into each of my stats.
It's also a bit annoying that the same enemy type can have a completely different element.
I know random elements are the point, but it's still a little frustrating.

The enemies seem somewhat interchangeable.
There doesn't appear to be any significant difference in behavior between a goblin or a ghost, or it's so subtle as to be undetectable.

I do like the basic concept, the battle system is functional, and the graphics are nice, but I feel like the game could use a few tweaks.

hhponygames responds:

Thank you. Fixed the first two issues. :D
I upped the enemy damage though.

20's web design? I'm just gonna assume that's a typo.
The aesthetic seems *possible* with 2000's technology, but the style doesn't really feel like it comes from that era. At the very least, I never saw any flash games that featured this lineless art back then.
However, it is nice to look at.

I'm a bit confused on some of the other design choices as well.
The orange glitchy effect doesn't look like it comes from the same game, and blackish gray "glitch" that covers Toppy's face doesn't really look like anything in particular?
It's hard to tell from such a short demo, but it seems a bit derivative of Amanda the Adventurer and Andy's Apple Farm.
However, this aesthetic would be very unique for a FNAF game, as most tend towards a more realism based approach.
Also, there is a lot of spelling mistakes that do not seem intentional, including in the newspaper(?)
at the end.

As for the horror, there is potential here, but there needs to be more buildup and atmosphere.
Jumping the player with "spooky" stuff in rapid succession, especially in such a short game, reduces and even nullifies the effectiveness of the scares.
Don't be afraid to have stretches on occasion where nothing bad happens, but it *feels* like something WILL go wrong. Sound design is you friend- pick your sound effects and music wisely, and know when to bring them out and when to leave the player in unsettling silence.

In short, you've got a good start, but it just needs some more refining.

mrchees responds:

thank you i am making a 2nd game with a lot more games so the build up to the jumpscare, and the next game is gonna be set place in 2011 so the game is gonna look better, and this is gonna be one of the gameplay in the full fnaf fan game, and no it would be the same like this, think of this is a demo to see if it sticks or not, and the bad english is for i am not native merican

It functions, but it is incredibly monotonous.

Other than the cat sprite, the visuals are bland and without detail.
The background is blank. The mountain is blank.
The spike sort of has shading, but there's only ever one at a time, and it's the same color as the mountain.

Despite clearly being designed with mobile in mind, the game almost crashed my tablet just.
from hitting play.
It also displays very strangely, being quite tiny on the screen.

There is no actual challenge to the gameplay, unless you count struggling to focus due to the stages taking ages and the spikes moving at the slowest possible pace.

You could probably take out all of the odd levels starting with 1 out of the 500 stages, and end up with 250 stages with a better difficulty curve, but there would still be the issue of monotony.
There is only one very plain background and one very basic obstacle, and that just isn't enough content for a game that is this long.

It's a good start for 2 hours of work, but it is still very much unfinished..

ForeverGMD responds:

I wanna make a texture update…? Maybe

Is it supposed to be unbeatable?

Fish125 responds:

Yes

Fun enough.
Text bug is definitely still present.

Game is ok.
Medals don't work.

Medals don't work.
Not much to it.

Menu and intro is half offscreen.
Gameplay is weak.
Can't get out of the submit score screen
Miscategorized as a "fixed" shooter and "roguelike" tag is misspelled.

It works, (oddly enough the keyboard/joystick control worked far better on my tablet than the touch control setting did), but it's not great.
The sound is fine, but the game itself is lacking.

Everything is a circle, which makes telling things apart difficult- especially when the "player" circle shrinks to the same size as the rest.(doubly so if green or red is selected as the player's color.)
Why are there three colors of circle?
The red is definitely an obstacle, but it's not clear what green and yellow are supposed to be.
If they are also obstacles, why are they a different color and have no effect on my score?
If they are something else, why are they having no obvious effect on the score or the player circle?

Why does the player circle shrink?
Is it a debuff, a timer, or a compensation for the eventual build up of tiny circles?
What causes the game to end- it just seems to happen at random???
Why did I get a higher score sitting in place in the initial spawn than from actually attempting to play?
Why is single player mode called "background"?

The arrows that change the background design work, but I only found them by pure chance and the lightning backdrop appears to have been either placed improperly or the file itself was cropped wrong.

It's not a bad start, but it's not ready yet.

Fritgfs responds:

Hello there Griffonmender, thanks for your comment, we worked hard for this game to come true and every comments helps make the game more better. Single player mode is not called "background", but we put icons to help people figure out what kind of icons are. The player circle shrink because of the green dots you collect. Red dots makes your lives go down, every second you survive, you earn a second. Yellow dots will make you bigger for collecting them. The lightning backdrop is not cropped wrong or either placed improperly. We do not know why the game itself is lacking, but we will try our best to get it better. We might think about making from dots to tiny squares to make it easier to see which one you are. This game is all about circles (mainly the 1-Eyed Ball though), we only have three colors of circles because that's what we can think about, but we will have more to have more boosts, and more. The touch controls may not be great though, but we are preventing cheaters from cheating the game. If you want to share your highest score with us, then comment down.

Looks, feels, and plays like an ad-ridden mobile game.

Just a Jersey girl drawing things.
I'm currently working on my comic, Dreamtamers, as well as other things. ^ ^

Age 27, Female

Balloon Monkey

New Jersey

Joined on 4/14/21

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