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Reviews for "SQUID ON ROAD"

This seems like a really fun concept but I just feel like it needs some work on a fundamental level.

Probably my biggest gripe with the game is the fact that the 'fun' of the game comes from the boost, and when shown the boost in the tutorial I thought it was gonna be a core part of attacking. Obviously, that is still true but how you go about recharging your boost is not executed well. Ramming into enemies with your basic hook feels fine but it more feels like your twiddling down enemy HP until you can boost again. I know there are upgrades you can get but I feel like the boost should just recharge at the start, not even fast cause that would ruin the balance but it should be just by default. My first few attempts I was confused about why I couldn't boost, I thought the timing window was just really small but then I noticed that I could boost on my first try every time, and THEN I figured out it was a recharging thing, and was left confused on how to recharge it because I assumed it would slowly recharge over time. I feel like if you understood that the bar would recharge it would become a game of you dodge mines and bullets before you finally can unleash a big devastating blow on a huge crowd of enemies. This can be done with a few upgrades but getting there involves ramming into a big crowd of enemies weakly, which the pack grows pick pretty quickly.

Another smaller gripe I have is the camera, it kinda moves around to quickly and can become a bit disorienting. I know you wanna show where the player is aiming but there is so much space between the car and the bottom of the screen that it doesn't need to be THAT dramatic.

I can say positively though, even with my rather strong opinions of the game it did make me wanna play again and again, maybe there just isn't something I'm getting but it did have me wanting to try it again and again. Also in classic Jevel style the pixel art is cute and simple and the premise is really neat! I think the game can be a really cool little thang but I do think there is something about the core of the game in this demo that is keeping it from doing so, and if you just tweak it the games playability will increase ten-fold.

I will be wishlisting this game on Steam cause I know from experience the grind and importance of getting them so I hope you take my words into consideration as you continue development, good luck! :-)

jefvel responds:

Thanks for the thorough review! I do agree it's quite janky at the time being. There's still a lot to be fixed, and I'll definitely try to address the things you mentioned! Hopefully it'll be a more enjoyable experience once I'm done :)

The game is straight in the spirit of some MAD MAX!

I liked this game a lot! I wasn't expecting a squid to appear of all things. It seems like all squids are like Cthluhu now. I appreciated how good the graphics were. I didn't even see the red dots at first. It took me awhile to get the hang of it.

I couldn't find the shop where you upgraded. Thank you for including footage of the awesome gameplay! I love how fast paced you can make it. Oh, I guess squids are related to oil, which cards run on. It's still a weird association.

jefvel responds:

Thanks! Yeah, there's not workshop yet. But it's a planned feature! Also it just accidentally became a squid, since my placeholder character sort of looked like one :)

Dude, playing this on mobile feels great!

I absolutely loath the boost mechanic... all it does is serve as a way to choke down the action. With the spawn rate of enemies, I think the boost mechanic feels like such a massive restraint. The hook launching is such a strange, fun mechanic that I think the focus should have been entirely on that mechanic.