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Reviews for "SQUID ON ROAD"

Cant wait for the steam version

buggy control so i wont give it 5 star

jefvel responds:

I think I've fixed the controls now

this game is very fun cant wait for it to come out on steam

pretty good, but i can never get boosting consistently

jefvel responds:

Thanks! Still gotta adjust the boosting a bit. It's possible to boost by pressing space too, if that makes it a bit easier

Hmmm, bit of a weird love/hate relationship with this game! Ultimately I do think I very much enjoy this game, but boy do I feel like I have a lot of complaints about it, haha!

First, it was quite annoying that, despite using a mouse and keyboard, the game kept insisting I use touch controls and only showcased them in the tutorial. Eventually I discovered that I could hold the A and D to move left and right, and thank god for that because boy lemme tell you it was annoying to keep clicking left and right spots on the screen at first. Can't the game just detect my control scheme and display an appropriate tutorial?

While the boost mechanic in great and satisfying in theory, there were a lot of little things that made it much less so. First, even though the game says that killing enemies fills up the boost bar, I found that it felt like the boost bar filled up at the same agonizingly slow pace whether I killed enemies or not, making me feel silly for pushing myself to play aggressively since I wasn't being rewarded for it. Second, I hated that, no matter how many damage upgrades you get, the collateral damage from a boost always seemed to do 7 damage, which is 1 damage point away from the amount needed to get a kill: this made boosting very unsatisfying since no matter how much I tried to aim to ram as many people as possible and scatter them to the winds, the only target that would die is the main target and everyone else would immediately come back and shoot at me while I wait for the aforementioned slow boost charge.

A lot of the time it felt like dodging bullets felt completely up to luck. Yes, enemies do have telegraphs and the bullets move slow so it is possible to dodge them. But in execution, each enemy is moving to the beat of their own drum, so even if I try to time my attack after one enemy telegraph to avoid their attack, I can't track all of the others in the big crowd and one of them will plug me unavoidably when I'm dashing in. Additionally, even if I try to pull off a great attack move that will weave through bullets, sometimes the curving road will make enemies shift over which changes my trajectory into a bullet I wasn't going to hit at first. Argh, so annoying!

Despite all my gripes, though, I still found myself playing the game over and over: it's just a really fun and goofy concept with juicy, satisfying gameplay at its core. I'm not sure about the long term appeal since it was getting kind of repetitive going through the same events every replay, and the upgrades were a bit boring and samey, and I wasn't sure if there was a goal or ending to strive for, but for the most part, I'd say well done!

jefvel responds:

Thanks!! Great review as always!
I’m currently reworking a bunch of stuff in the game. In my previous games I could determine whether or not it was played using touch when first clicking the screen, but that info isn’t exposed by gamemaker sadly. I’m going to add a setting for it on first launch.

Also rethinking and working the way enemies and attack values work. Once I get in more enemy variation I’ll also make damage numbers go up significantly. Also yeah gotta do something about how bullets and the road curvature works. A goal is to make it work well using touch/keyboard+mouse/controller, which is a bit of a challenge!

Hopefully I’ll have these things figured out in a future version, I’ll do my best! Thanks again 🙂