Liked how much Twilight Zoney it was. Part one and two were interesting, good buildup, but sadly part three fizzled out. I was waiting for something interesting to happen and in the end nothing interesting happened. The twist with that expectation is an okay idea, but needs more setup and more tension, should make me actually surprised and should take me for a ride.
I enjoyed the art style and movement, just wished it was 15 seconds longer and didn't fizzle out by the end. Good effort!
Damn this style, why you so good, my man?
Honestly, the first 30 seconds made me feel I was watching a 20 minute episode of an awesome cartoon! Then the sudden end hit and I laughed :D
What's funny is you can imagine a whole series based on this concept and art. Feels like watching Sublo & Tangy, great work!
Yeah my original idea was to have a more long-form one-off cartoon. But instead I'm going to do a mini-series of quick one-gag bits. A lot of thought went into the concept so I'm glad you're picking up on that!
Good one Wombat!
I'm glad you're learning and expanding, not just sticking to tiny little mechanical timewasters.
There will always be people angry at you because you've made a thing "not specifically for them".
There are still people who think dark chocolate is terrible and nobody should like it because they don't like it. Incredible, childish and sad but that's what we have to deal with in the entertainment world. Managing people's expectations. What's the promise you're making to the players in the first 2 minutes of the game?
The game is fine, maybe a bit too hard sometimes, but it's a solid okay game. The main reason I like it as much as I do is because I've followed you on this journey, and it's impressive to see your progress. Good job :D
oh thank you :)
I am not angry or sad bc people dont like what i do.
I very seldomly like it myself all that much :)
The thing about the pomise in the beginning is a very good tought!
I like almost everything here :D I wish the puzzles were a bit more interesting but they're okay!
The basic problem is controls. And for me it's an okay game so far, but the controls make it feel like a failed jam experiment :(
As someone who works as a game designer:
1 - write the keys on the robot arms! Every time I want to do ANYTHING I struggle to remember what does what. Because the focus of the puzzle lies in understanding WHERE and HOW you should move your arms, and NOT in struggling to move them. More radical solution - switch between the current active arm/boy.
2 - there is nothing more frustrating than a skill check after a puzzle. At its core the game here is just sokoban - what pieces, when and where do I move them. By adding a skill element you're making me pass a skill check every time I want to move a piece. Not fun. And then every time I fail a skill check the whole puzzle resets. Not fun. One possible solution (because changing jumping will annoy your current fans) - reset only the piece that died. If orb dies - reset arms. If boy dies - reset boy. This way you have even more room for interesting puzzles.
3 - level design. I gave up playing on level 3. Because when I opened the barrier I realized I had to pass a skill check in operating the robot arms. I know exactly the solution to the puzzle. I know how to arrive at the solution. But the actual moving of the pieces in a tight corridor is so difficult it's frustrating and not fun. I'd focus more on the "what's the solution" and "how do I get there, what do I have to do and in what order". Every time I died I had to move the boy to the button AGAIN and AGAIN. I'd much rather ONLY move the orb to the end goal. I'd much rather do the challenge again, instead of the setup. Because I win at the setup every time and it gets boring, but I fail the challenge every time!
4- win screen. I'd add a super bombastic win screen when the player finally completes the level. Make him feel good about this.
I'd suggest to take a look at snakebird , thomas was alone, 1001 spikes and mushroom 11. Analyze why the feelings in Pivot Pilot are off. I'm buying Pivot Pilot right now, but please make an update where you address these issues, just so the game is more suitable for more people. I understand what you're going for. The thing is that the current balance between puzzle and skill makes the game way too frustrating for too many people. Fixing these issues doesn't take away from the enjoyment that current fans get, but allows more people to have fun!
I'd love to see more interesting content from you on twitter. I got my eye on you!
Thank you for the very helpful feedback! I will check into these issues.
Quick fix for your problem and the reason people are hating this- if it's a bug with simulatenously displaying text and playing sounds like you wrote, then disable that sound. Nothing to think about and maybe your vision for this game will suffer but at least people will be able to play the game.
Even normal text should be 30% faster.
It's really good, but please fix it quickly!
I have been working at fixing this issue with the text being slow. an update should be live soon to fix this.
HOW ARE YOU STILL ALIVE?!
Hey I really enjoy your style! It sounds so ambient. Just finished listening to your other music, it's all pretty awesome, good job! :D
Nice matching title btw :o
Thanks mate =)
I love the shading, good job! :D
And I love you baby boy, I would check out your games but my pc died :'(
That's so cool, I could spent so long just looking around and recognizing the guys :D
I'm sure you remember these characters. The NG user I remember was Drunkmagikoopa back in the day. I Mockery was my childhood.
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