00:00
00:00
JJGamez64

Filters may affect review visibility.

Recent Movie Reviews

6 Movie Reviews

Great job! Proud of you for getting this far and submitting it, I know what a perfectionist you are.
Could you imagine if this was playable 👀

gatekid3 responds:

It lacks to many crucial sprites to be made playable unfortunately... Like walking.

Thanks JJ. I almost risked it not being done in time again.

I think even the most basic animation for the ocean would add so much life to this. It feels like more of a desert when the waves don't move.

Jenny-Jinya responds:

Thank you so much :) as for the background, because it is my firsty with animate I wanted to focus on the character and not overwhelm or confuse myself with the background haha. I aprecciate the critique tho :) A little bit of movement wouldn't have hurt I guess

Recent Game Reviews

4 Game Reviews

So, I came here after watching the video, so I can appreciate how parts of this game came to be, that being said I have thoughts about the game.

+ Start menu is great
+ Decretive assets are well-placed
+ Character feels nice to control
- Layouts can repeat too often, I got the same 2 layouts 4 times in a row
- Some layouts feel like they weren't balanced to spawn cleanly next to each other in terms of object placement. Some jumps or slides at the end of one layout sometimes lead to a forced collision or awkward near miss in the start of the next layout. Though I don't know if this is the problem or if it's the layout themselves since I don't know what the layouts look like on their own.
- I would have liked to have variable jump height, idk if it's in there or if I'm just crazy, but if it is in there then a lower jump threshold.
- Some ledges were too close to the end of obstacles you had to slide under, and this felt REALLY bad until I realized there was coyote time. But most players won't clock that and just feel the misery.
- I get the effect of bumping into an object and getting fully stopped and placed at the start of the obstacle, but in a game centered around forward momentum, this feels pretty bad. I understand it's meant to be punishment for hitting an obstacle and it's not supposed to be rewarded, but I would have really preferred if it slowed the player down a bit and have the player blink until they move forward enough to not be colliding with the obstacle anymore. The way it is now can cause a situation where the player gets frustrated and repeatedly hits the same obstacle because they are sent to the beginning and rather close to the obstacle with none of the momentum they had before, and getting passed it becomes a bit of a slog in this game about speed.

All in all though, this came out really great for the time you had to work on it! Can't wait to see what's next ;)

HelperWesley responds:

Thanks for the feedback!

There isn't just coyote time, you can run/slide off a ledge and jump in mid air for more control, though that isn't explained anywhere in the game itself.

I told myself that I wasn't going to come back to this after I put it out there, but I have a fair list of feedback from people, and it feels wrong not to put that to use. So I will probably take a weekend and do another pass on it.

Currently I plan to add more chunks to the randomization, and tweak some of the positions of parts at the beginning of the chunks so they match better. As well as reducing some collision mask sizes and increasing the contrast of some of the obstacles, so they're more obvious.

Getting 4 of the same chunk in a row sounds awful, I could definitely add a variable in there to prevent the same chunk from spawning twice in a row, which isn't a perfect solution, but it's easy and would prevent 4 in a row from spawning. 😅 It never happened to me during playtesting, so I never even thought about it, so thanks for bringing that one up. 🤔

It was really effing cool that I was able to play this on my phone in a browser! I love to the little game boy layout of the buttons.
Could you by chance DM me with how that works? I'm really curious about that!

Also for some reason now that it's out of the Under Judgment phase it's not letting me play it on my phone anymore.

Omael responds:

Hi JJ, please Try clearing your Phone cache, it seems that the move Didnt sit well with the html or js.
If any admin is reading this please contacto me to check the issue.

The gb overlay it s a nice little trick that pico-8 have managed to Pull thanks to the viewport detection on js and css

Nice simple artstyle and levels, but the jumping part feels slippery and unresponsive. It's possible to make a tough precision-platformer without making the controls janky.

Recent Audio Reviews

13 Audio Reviews

This sounds like a Shovel Knight song on crack!

Troisnyx responds:

I did not expect Shovel Knight. 😮💖 Thank you!

Dude this right here is *chef's kiss*

Dang I got both my earbuds in for this one, would be sick to hear this one in a game!

Recent Art Reviews

26 Art Reviews

Major Blasphemous vibes, awesome:)

❤️❤️❤️❤️💜💜💜💜❤️💜💜💜❤️💜❤️💜

You know I honestly don't think I've seen any other artist have a better representation of people of color in pixel art with so much variation. And just so you know I'm not just saying that, it's an opinion and I've had since before we worked together.

gatekid3 responds:

Im glad my work stands out in that way. im always afraid of falling into same face syndrome.

Been hanging around Newgrounds since before Alien Hominid was on Gamecube. I lost my old account into the void of inactivity but now I'm back with some programming talent and an archive of game projects to work on with you lovely people! Feel free to PM!

Jeremiah @JJGamez64

Age 29, Male

EMT

Florida

Joined on 3/12/18

Level:
8
Exp Points:
697 / 710
Exp Rank:
98,231
Vote Power:
5.07 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
7
Saves:
37
B/P Bonus:
0%
Whistle:
Normal
Medals:
45