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Xinxinix

90 Game Reviews

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I love the idea, concept, and execution!

Really fun~!

I've been trying to beat this game for 6 hours now, and I'm finally going to call it quits, but that doesn't mean it's not a great game.

There is so much content in this game and its goofy art style that you will be amused for at least 6 hours. The music great too :-]

It was over too soon!

Cannot wait for the sequel! I love how many areas there are to explore, and I wasn't really sure why I checked the beehive, but you were right-- I'm looking for zebras, not bees :-)

Just finished the game.

Instantly I'm appealed to the simple design, classic groovy music, and basic premise. The idea is easy enough to grasp, but hard enough to force you to think ahead. Levels were designed very well, causing one miscalculation to be the end of the main character, which is enjoyable because you're rewarded for solving it correctly by not wasting your choices.

It's a tricky take on the RPG genre with lovable, well-thought-out puzzles.

Soothing soundtrack, clean artwork, clear objective, straight-forward controls.

Grievous will leave you wanting for more.

Love the concept ! Could really use a bump in difficulty, though-- hearts are way too abundant.

Maybe an item shop ?

More little games like this !

Way too easy of a game.

Level 19 is a bit of a challenge, but it's easy to figure out if you decide that you have no choice but to move instantly as you press a button to turn the blocks off.

A willingness to play off the falling mechanic or having the rain from the clouds not pour instantaneously, but rather fall down at a specific pace, would've given an additional amount of breadth to the level design.

I enjoyed the game, but it's just much too easy to call a puzzle game. It's only stunted by the lack of imagination with the mechanics.

Love the art, btw.

Diemorth responds:

Thanks for all the attention you got on these details while playing, I really tried to work on the limitations of the mechanics and brought as much as I could.

These are interesting feedbacks that I will definitely look for when making changes to the project. c:

Thanks again for playing! :}

Awesome tunes, awesome moves (plays very well,) and very pleasing art.

The style of this game is super simplistic and enjoyable. The only thing that's missing is some variation between the spikes, cannons, and swinging axe. As the levels go on longer, you could've made more difficult versions of the same obstacles.

Seriously enjoyed playing!

Ok, cool.

I was literally just scrolling through Newgrounds games trying to find something that would immerse me instantly, and challenge me without a bunch of reading or background exposition or complicated mechanics... thank you !

There's a lot of merit to games like these. I instantly was encaptured by the simplistic art style and quirky walk cycle. The sound when you take those steps is super gratifying. And the music was well picked, since it's not overwhelming and instead it's cool and calm, just like how someone should be when playing a puzzle platformer.

The game mechanics are great. Jump on bubbles, get collectibles, avoid spikes, and press bouncy buttons. What else does a man want? Well, at little more would be nice...

Here are my complaints.

The problem with having a simple concept is being able to create enough unique situations, that don't become too complicated for the user. After the first ten levels, I realized that the wall jump mechanic is going to be 70% of the game, and it was. You could've avoided this by having walls that don't allow bubbles to adhere to them, forcing the player to actually use the environment instead of just blowing bubbles. Perhaps a ducking mechanic so the player could avoid hazardous projectiles or fit into places that bubbles couldn't.

When I had to use the button to jump higher to grab the carrot, I was super excited. I was like, "Wow! This could make for some interesting situations." But you didn't use that to your creative needs-- you could've made some cool schemes where the player had to fall onto a bouncy button, and make the next gap.

The spikes showed no variation (besides some being on the ceiling,) and those were as predictable to deal with as anything else: blow a bubble and jump on the bubble. Having some moving spikes or spikes that pop bubbles would've been awesome.

The bubble absorbs carrots, but why not have it pick up some other things, too ? What if you had to blow a bubble to capture enemies, or hazards, so they fall off the edge?

I think you did a great job, but I see the lost potential.

You should really come out with a second one. *thumbs up*

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