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View Profile Belyaevs-Fox

48 Game Reviews

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You got a pretty solid foundation for what will be an excellent game. My only real gripe is that there is no support for PlayStation controllers along with the requisite button prompts. You should also look into support for Wii U/Switch Pro controllers for people who use them on PC.

Since this is a 2.5D game, it could benefit from some verticality with platforms and high ledges to encourage a bit of crowd control.

Tyler responds:

Completely agree on your controller feedback

As for high ledges; we do have them just not in this build nor are they fully realized yet.

This is pretty neat for testing gamepad input, but feels rather barebones for such a useful program. So here are some useful suggestions to make this a better experience.

1. Have actual SFX and music; you could even let users choose music from the Audio Portal to suit their preferences.
2. Support specific gamepad features such as touchpads, haptics/rumble, clickable analog sticks, back paddles/buttons, speakers, audio jack, and gyroscope/accelerometer.
3. Build specific tests for other input devices like dance pads, racing wheels, arcade sticks, trackball mice, and VR controllers.
4. Consider accessibility options for people with physical disabilities.
5. Make it work on mobile devices when a gamepad is connected.
6. Make it a keyboard to gamepad mapper for web games that don't have controller support by default.

This gadget is working fairly well for my DS4 controller, but I'm not sure if it's the same for Nintendo or IOS gamepads, so maybe someone else can inform me on this.

3p0ch responds:

Thanks! My longer term vision is that I'll probably make a tiny NG project that just does the gamepad configuration thing, and anyone who makes a game for gamepads and wants this mapping support can let anyone who hasn't already configured their gamepad click an in-game link to it, configure their gamepad in that window, and then get back to the game. Since players will only ever need to configure their gamepad once and then have it work for any game on the site that implements this mapping, it shouldn't need to be too fancy, but supporting more features might be nice.

As for #5, I wonder if this already does work with mobile devices with a gamepad plugged in? The only mobile I've got is a phone that doesn't have a USB port to plug my Switch gamepad into, so I can't test it out myself.

It looks like rumble is actually supported via JavaScript – I'll look into it and see if it works reliably or if it should also be included in the configuration process. Although IDK exactly how to configure it; if gamepads have random assignments for rumble activation kinda like they have random outputs for which button is pressed then I might need to do something like say "Allright I'm sending off random commands, press a button when your gamepad rumbles so I know that was the rumble command" :p

Afraid I can't do gyroscope and accelerometer – they can be accessed through JavaScript but NG staff had concerns about privacy/security.

Will def add sound and music as I work on the actual game here, but I wanted to see if the gamepad mapping itself would be handy enough for the community to warrant working on it as its own project.

A great puzzle platformer overall. It manages to be just challenge enough to be engaging without undue frustration and its length is perfect for an afternoon time sink. The only thing missing here is gamepad support so that I could use my PS4 controller as my preferred input device for platformers.

Can somebody please explain to me how the code puzzle works? I tried approaching it from different angles, but to no avail.

ZaWay responds:

Did you find the secret room?

This is a pretty neat game for its small scope. Maybe you can expand on this into something bigger and better. Also, I would like gamepad support please.

What a nice puzzle game to play for relaxation. I just wish that it had gamepad support.

A pretty good demo for what could become a great game. My only major gripe was not being able to use the analog sticks for movement, as I'm more used to playing 2D games with sticks than with the D-pad.

Butzbo responds:

Thanks! yep that's a valid point, -also not all controllers come with a decent d-pad- I didn't have the time to include it while making it, but I'll keep it in mind for next upgrades ;)

While I enjoy the pixel art and music, the lack of level checkpoints makes progression frustrating at times. I also wish there was a bit of mid air movement allowed after the lash jump to make landing adjustments.

A pretty good demo for what could be an even better game. It could use more depth with mechanics like pinball style level design, Arkanoid power ups, and perhaps some elements of classic shoot-em-up design. Gamepad support would also be much appreciated.

A neat little game for when you want to test your luck. I'd like to see more depth out of the game mechanics by having revolvers and derringers with different chamber/barrel numbers along with variations on the rock-paper-scissors formula for escalating the challenge.

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