SpiritInk
Anna   Canada
 
 
Hiya there! You can call me Spiritink, Spirit, Ink, Inky, or Anna!
I love playing games and creating art. If you see me in a game, make sure to say hi!
Have a wonderful day. ^_^

(I didn't draw my pfp, it's made by an artist named MrFishCorpse.)
Artwork Showcase
Daily Drawing Ninja Sketch
Screenshot Showcase
Red Dead Online
Screenshot Showcase
Red Dead Online
Review Showcase
0.4 Hours played
This far surpassed my expectations for a student game. Despite there being very few music tracks, I did not get tired of the music throughout the entirety of my time with it. The art design was by far the best aspect of the game in my opinion. The design of the city is perfect, the style of the game is solid and it doesn't feel like there was any lacking direction when it came to the visual appeal. The character models were fantastic as well.

I found the opening and ending cinematic to be quite strange. It would really benefit from some subtitling, if voicing the game was not an option. Overall, I thought the intro was confusing, despite the fantastic art. It made the game feel as though it came to a very abrupt start.

I thought the combat was fun, and the upgrades were great. The grappling hook, Frisbee, and dashing through electric walls were all fantastic ideas. The Frisbee was my favourite by far. It was a good idea to utilise the grappling hook and Frisbee in combat, although I found them both to not be as useful as I would have liked. I think the Frisbee's range should be much further, and I think it should be able to target enemies through other enemies since it already has a 3 hit cap, and not allowing it to do more at once made it feel limited. The grappling hook attack is cool, but I do think it should be faster. I also had a lot of problems making sure it hit what I wanted it to. I'm not sure if it does have a lock-on, I couldn't really tell - but I kept missing with it all the time, both in combat and on the music notes during the exploration sections.

Also, while the combat is fun from the player's side, the enemies were bland on their end. They only have a single attack that's close range, and they do nothing in the mean-time but bee-line for you. I think it's possible to keep it the way it is, just have it be that the enemies have to take a slight moment to turn around or something, so that it's possible to get some distance from them easier. I oftentimes found myself wanting to use my gun more on them for better damage, but even while dashing, it was hard to get away from them in the small arenas.

On the other hand, the gun is great! It does good damage, but I don't see the need for it to have a build-up and cool-down. I feel like this game would work just fine as a twin-stick shooter where you can hold shoot the entire time, while also having the abilities and melee attack work in tandem whenever you want to use them.

I did have a problem with the melee considering the swing had too much of an in-between action frame. It's not hard to figure out what it's doing or where it's going, but it did make it look unsatisfying and I thought that it was lacking feedback. You don't get a good feeling of a SMACK. It looks like it phases through them with a big hit-box. Despite that, it was very satisfying hitting multiple enemies at once with it, even if it didn't do very much damage at all.

The exploration was a lot of fun. The civilian cats that you could talk to were pretty cool, and I can't believe there was a Drew Gooden reference in there, lol. That caught me off guard and I thought it was pretty funny. I got stuck very briefly for a little bit when the level would loop back around, but it wasn't too bad or anything, and it definitely didn't hamper my experience. The only thing that bothered me with the exploration were those elevators. The first time using them, I couldn't tell which direction I had to get off on, so it kept locking me in place as it forced me back up, then back down, then back up again. I didn't have the issue on any other elevator except the first one, though.

Finally, the final boss fight was cool. Again, the art design was amazing here; I would easily feel happy paying for a full video game with this aesthetic and art-style, exactly as it is. The logo for the boss was great. I also like his name, even though I can't remember exactly how it's spelt... lol. The only problem I had with the fight was that he was laughing the entire time, and it was a little annoying. Though, hearing it so much the entire fight, it did make me snicker when the ending cut-scene finished with that laugh sample.

Overall, I had a great time with it. It's a very, very good student game. I had a blast playing it through. I'd love to see a sequel to this with some more experience. I believe that the world and art style crafted here are too interesting to be left alone in this single project.
Recent Activity
52 hrs on record
last played on 5 Jan
81 hrs on record
last played on 5 Jan
384 hrs on record
last played on 5 Jan
zombbeats 29 Aug, 2024 @ 11:05pm 
+rep fun to play with
Autopsy 2 Jan, 2024 @ 5:10am 
Was fun playing, Positive, non toxic. The type of player's that should be in the community
Luna Tank 2 Jan, 2024 @ 4:30am 
+rep, A rare positive player in TF2. We love to see it :)
Zoey Huntsman 27 Dec, 2023 @ 7:59pm 
Hey, sorry if people were rude to you on that server. There's no reason for that sort of behavior. If you want someone positive to play with feel free to add me. Hope all is well!
Don't Smoke the Shrooms 28 Nov, 2023 @ 6:40pm 
A perky personality—a rare sight in Team Fortress—and a cordial aura. I hope you have a good rest of your day.
XX_SKULLTHRASHERTTV 16 Sep, 2023 @ 1:59pm 
+rep friendly and positive player, good game even though we didn't win!!