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Reviews for "Sucker Munch"

Very well implemented, great job!

VeryEvilTomato responds:

Thanks a lot! Really appreciated

Nice gameplay!

Is your game title "Sucker Munch" reference to the video game developer "Sucker Punch Production"?

VeryEvilTomato responds:

Not at all, it's mostly a reference to the movie titled Sucker Punch! Thanks a lot!

Great job ! Congrats !

VeryEvilTomato responds:

Thanks so much!

There's definitely some potential here for a future game. Pretty fun overall. The evolution mechanic was especially nice! And congrats on finishing your second LD game!

I do have a couple of criticisms.

Discmlaimer: I understand that this game was made in a jam; these criticisms are constructive in nature and intended to better any future product that is built from the project.

AESTHETIC
- You really need to get the viewport under control... the pixel stretching is a strain on the eye.
- Scale up the pixel art by 2 or preferably 4 times in the engine itself: It'll make the pixel stretching less of a hassle and make collision calculations more precise (in my experience)
- Colours could use a bit of work, imho. The beetroot red and neon/lime green is jarring. But that's probably just me being fussy.
- Make sure your pixels are all the same size, including the cursor if possible

GAMEPLAY
- Give a clear indication of when the player is taking damage (blinking, Capcom-style freeze, light screen shake, anything)
- AI of the chaser enemies could be more interesting i.e. working together purposefully to try to wall off or flank the player.
- Does the game run steadily at 60 or 30 fps on your computers? On mine the frame rate jumped a lot, so I'm curious whether this is on my end only or not. Was still very playable but yeah.
- Decel/accel on moving makes the game feel less tight imo.

There could also be more variety in terms of mechanics (secondary ability button for dodging, shield, etc.) for increased depth in the future but yeah.

Pretty cool, I digged.

VeryEvilTomato responds:

I'm so happy to see such a well made review, maybe the framerate jumps were due to browser issues. You could send Oultrox a report on that.

I will completely take the feedback about the colors, although, on a more subjective manner, the pixel stretching is something we both actually enjoy aesthetically, so we're sorry for that :(.

The cursor is kind of something hard to mantain at 1:1 ratio, but everything else in the game is 1:1 following our set up.

You casually just mentioned a feature we're working on for the extended version we're developing, we'll add a defensive ability which depending of what startup you pick will be used differently.

Thanks so much for enjoying and taking your time to write this!

A bit wonky (and I could do without the screen shake.)
It just feels incomplete.
The idea is solid but the execution is lacking - at least for me. The graphics, too, are a bit "too much". I get the pixel aesthetic, but sometimes it can be over done.

VeryEvilTomato responds:

I understand the feedback Samuel Perth, it's mostly because the time given (3 Days) didn't give us that much room to add since this was for a game jam, sorry if the screenshake annoyed you. We're aiming for a commercial release in a near future and we're adding much more content in the run :)