Taile Gamougg: Explorider by @John_Shrekinson
Art:
Similar to all the other gamougg games, It doesn’t impress very much. Everything is way too complicated and it’s all mixed together with the simple sprites.
an easy way to make your game look better is to add a “top” to the highest blocks. it looks like you’ve already done this, but in the way of having a separate block, which is way more time consuming. make that top block into an animation for the bottom block and add in this:
also, please make that block into the solid darker colour as seen in the background of that screenshot. it makes no sense to have it fading down when it isn’t the top block.
it now looks like this in game:

the reason I’ve done this whole thing here is because this is my favourite area visuals and music wise.
I love the red skeleton with
CHOOSE above his head, prompting you to take one of the weapons. It’s also the level least cluttered with overcomplicated block sprites. I think the “bizarre adventure” idea would work a lot better if most things were easy to read (like the simple sprites in this level) but the game was sprinkled with eye-catching bizzare things such as this skeleton. These games could look visually pleasing without losing the strangeness of it.
Sound:
Not Much to say about sound. mostly default sounds and music (nothing wrong with that) The sound didn’t bother me, but I didn’t really like the sound of anything either. I’d recommend looking somewhere like freesound or zapsplat to look for sounds, or try a sound effect maker if you want something really unique. Three positives the sound department though are the jump sound which I thought was chosen well, and the red world music by hihilogic, which I had on in the background while writing this section, and that it opened a playlist of linkin park songs once I entered linkin park world. I’VE BECOME SO NUMB I CAN’T FEEL YOU THERE, BECOME SO TIRED SO MUCH MORE AWARE
Gameplay:
Levels were (allegedly) designed. I love the Inclusion of a double jump, but man it feels like you’re going backwards. TG3 by the end had 360 aiming, levels that were designed in way that made a bit of sense, and enemies that went towards the player and died fast with a pretty satisfying animation, It was actually pretty fun. now this game again has the player-controlled enemies from Halo: flowlab evolved and other enemies just move in a completely nonsensical way that gets them stuck under geometry. The enemies also feel like they were just thrown in at random. here’s my main improvement points for you.
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making the level look like a dinosaur skeleton should not take priority over level design. This would work way better as a background thing. (doesn’t have to be in the background layer, but just nonsolid)
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get some enemy AI. have those guys walk back and forth and damage you when you collide with them, maybe they could occasionally stop and shoot. just stop making them be controlled by the player IT DOESN’T WORK
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why do bounce pads exist if you’re not gonna use them?!?!?!
design a level around bouncing on those mfs to get to the next large platform. Think Black N White by Tapeboiii
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make him a capsule.

He will slide down walls like he’s covered in butter, because there is no reason you should be able to do this. It does nothing.
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Make falling off the map kill you. being trapped moving under the map is anti-fun, and just shows people that your game is low quality. make a kill trigger object and sttrrreeeetttcchhhhh it all along the bottom of the game with the edit stretch thing. (this)

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make your bullets nonsolid and enable collisions. also make them destroy on contact with objects and make them not damage the player when the player is shooting them.
JUICE/Polish:
All I can say is no animations isn’t really a creative choice, even if walk cycles are hell. No animations makes your game feel flat and unpolished, and there’s really no other polish details that could make up for it. But if it means you can focus your efforts on the level design and gameplay, go for it.
Story:
“Nenemu III, son of Nenemu II, is a very smart fellow. But when his father dies, he and his motorcyle go to rescue him. But angry demons who are afraid of Linkin Park music block their way and teleport them away! The man and the cycle are separated, but will they find each other?”
Hilarious, should be somewhere in the game instead of the description though.
overall, a step back for gameplay and level design from the previously reviewed entry. granted, this was a jam game made in two weeks compared to the other games which were developed in a span of months. Sorry for tearing this game to shreds, but I assure you 100% that it’s because I enjoy the ideas in these games and want to see them better. Good luck on future endeavors and thanks for submitting your game!