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Reviews for "SQUADADDLE"

yes

i like games with special move, and this one is fun i actually like the design and how the levels are made.

I agree with the other comments about the controls, they could be better.
Climbing with shift at first is weird, and even tho you get used to it, it should of been like maybe just holding jump near a wall or maybe just x, if you jump with z, why not climb with x? (i tried using j and k and i cant get used to it know, its too late) Also, it would be nice if you could wall jump by just jumping while touching/near a wall, having to hold shift just to wall jump shouldnt be necessary (Celeste does this btw)

Another thing i have a problem with and it gets very annoying and frustrating (and idk if im the only one with this problem): the game lags for half a second everytime an animation activates for the first time in a run. When i activate a sign for the first time, it freezes for a moment. The explosion of the kiwi, when you die, when those platforms break, in all of those moments i get a moment of lag the first time they activate EXCEPT when you collect a kiwi and when a platform break, they will always lag for a moment, and i have died a lot because of that. There is also a level where when you press the button to activate the sign a kiwi appears, and that gave me lag for a moment too.
Like i said, idk if that last thing is just me, but thats the problem that prevented me giving the game a higher score

kaiakairos responds:

The game originally controlled with z and x as climb, but i changed it to shift because I personally didn't like how it felt. I wasn't aware celeste did that tbh, I always climbed first to wall jump when I played it.
The lag problem is weird though. Godot has known lag spike issues whenever a particle effect is first loaded into memory, but this is fixable by loading them all on start instead. I set it up that way, and I haven't had any issues with it since, but the fact you're still getting that issue is bizarre.
Kiwis and platforms both spawn several physically simulated particles, which have been properly optimized. There's not much I could change about those other than adding an option to turn them off. It could be an issue with your web browser not being powerful enough (check to see if hardware acceleration is on)
You can also try the downloadable version on itch to see if that runs any better, although the exe version isn't hooked up to any leaderboards :(

Decent.
But is seems strange that climbing requires Shift + Up, when Up on it's own appears to do nothing. (It's not even used for Jump.)

kaiakairos responds:

the controls for the climbing are just ripped from celeste

did anyone even playtest the "harder" levels at all?
i understand that the game is supposed to be difficult, but i had trouble even with the early levels tbh; the difficulty seems to be all over the place. (this was on easy mode)
i figured i'm just that bad at it, so since i wouldn't stop dying i went with training mode to see if i couldn't figure something out.

i went all the way up to 25k points, until i could not clear a single level anymore.
i've been stuck on the same 10 levels loop for at least half an hour, and went all the way back to -1500 (yes negative points) before i just gave up.

for starters, there is simply not enough time to figure out which level you're on, and then execute everything flawlessly just to barely make it to the goal. even if the timer was double the current one it would be difficult, but the way it is now makes it almost impossible.
the air mobility and hitboxes seem to be all over the place, especially with the long jump.
i understand it's supposed to follow your side directional inputs, but it's way too sensitive considering how little room for error there is, plus the insanely short timer.
given this, having to hold down and a direction at the same time to perform it is also a bad idea, because you will be holding a direction while performing a jump when most of the time it's going to get you killed. having to hold down doesn't help either since you'll probably have to climb upwards right after a jump not to fall into spikes right below.

i've had my fair share of controls accidentally "not working as intended", but i reckon that's probably just the combination of game mechanics clashing against each other so i can't really say it's due to "unresponsive controls". might just be that the gameplay loop itself is too demanding to even realize if you're making a mistake or it's the controls not responding.

i would honestly like to see someone clear every level at least once with this time constraint. this would be even ignoring the bonus fruit on each level, since i personally wouldn't even try bothering with those considering how difficult the base game already is.
i liked the previous games so i feel like this one just happened to be a miss, or i'm simply not the intended audience for these types of games, though that's how i felt about it.
even then i probably ended up rating it lower than i would have normally due to the frustation i just went through. i'll see if i feel differently about it after taking a break; sorry about that

kaiakairos responds:

review is completely fair, my other games have been much slower paced but this one is a hard 180 in the other direction. every level is possible, yes, but it was definitely made for an audience that prefers a brutal challenge. Another reviewer said a “free play” mode to try any level at any time would be nice, I think i’d agree.