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Hi, 1 question: is there NO bonus for completing triple S-rank in Optic Sunflower's stage? There's clearly an additional boss gate there that MUST do SOMETHING. The Cut Man fight, maybe? I hate to think I just wasted an hour and a half for a challenge that rewarded me with NOTHING.
Perfect. This might just be the best Pizza Tower demo ever! If you want to play the full game, go to Or, if you don't have money, you can play the eggplant demo, one of the most fully fleshed out demos, almost like the final game. for the last version of the eggplant demo, go to https://pizzatower.fandom.com/wiki/PT_Eggplantv15. Or if you want to see the first draft, you can't really do that, there's no link yet, but the earliest version we know of was called "playtestin", you can see it being listed here, just underneath the "Rework" build.
An absolute masterpiece! If only we had team chaotix...
I'd read my comment for more information, as I used that thinking it was the review button-
Utter perfection and a meme game done right, the unlockable characters are fun to unlock, the levels are fun and unique, and LANCER! I love this game, can't wait for the full one to come out.
This is way past cool! The level design works really well in the way that it trains the player how to work with each character's strengths and weaknesses. The story I've seen from Twitter and the home page looks promising and I can't wait to see it unfold. The addition of Fang and this new character, Tunnel, encourages exploring all routes to find the best flow. The bosses so far have the right amount of challenge keeps the gameplay interesting and not giving the player a frustrating or dull experience. I can't wait to get my hands on the full version of this game when it's finished!
This is a bit rough, overall I like what I'm seeing and there's a lot of potential. However, there were a lot of problems that held me back from enjoying this completely.

Honestly, there are no major issues with the game but a bunch of small problems that I keep running into. For a start having no mouse sensitivity option, wouldn't be much but it was set pretty low. Having to drag my mouse a lot more to see around while making fast movements wasn't great. (I am aware that this game recommends the use of a controller but I couldn't set up mine to the computer.)

Next was the game feel, again there's potential but it needs more polish. I'd constantly clip on objects, the bounce pads felt fixed and a bit unnatural, the climb pausing then rushing to a mostly sudden halt was odd, and the roll is nice but feels a little too fast as well as runs out just as fast with not many places to refill quick. At least the floaty long jump while a bit odd was pretty nice to use. Now some of my issues could have to do with the camera but still turning and reaching different speeds felt strange in a way I can't describe, unfortunately. (I'll say none of this here didn't cause any problems while running to places I wanted to go those weren't the most comfortable.)

Finally the bugs, I found two that forced me to restart twice. The first was in the tutorial where I dive bomb into the clouds and I guess I missed a kill barrier, and the other was when I loaded an area when the screen went black but never came back. Without a way to restart the levels, I got stuck and had to restart. Also, the pick-ups didn't refill my roll's stamina after emptying it in addition to getting stuck talking to NPC's which I don't know if this caused. (It may have caused that other area from loading)

There's also an exploit when climbing a wall will stop for doing it too long, but you can jump with the floaty jump and keep climbing up. I'm pretty sure it's not intentional but it was neat to use and climb around wherever I wanted.

Now the game does say there are known issues so I don't hold much judgment and probably all I said was pointless as it could have been fixed already or at least noted. However, I figured I'd bring it up for my review as it did affect my playtime with the game. I really do want to see more of this project, but it needs more work and polish as running around and checking out the area were interesting plus the art/models are cool. B)
Besides a menu big that soft-locks the game (I think pressing enter too fast when dying) there are not many problems with the game, it's does what it does best and that's being a really fun fast-paced platformer. Granted it can get frustrating trying to get a good flow for you to constantly die either because you get by an enemy that you were rushing into, or not making a jump because the balloons didn't give you enough high.

Lots of small inconsistencies that make replaying a level for all metals, not the best experience. I am on keyboards so I'm not sure if that's affecting anything, also I tried making use of the dash to help recover some of these situations but found it too weak to help, or me not having enough time to react causing me to mix up the buttons. (I don't blame the game for this but It did stop me from trying for the top keys and taking levels slows. I'll add the pro-virus challenge it pretty fun. c: )

I guess the lack of I-frames isn't great either but the game is so fast you don't mind it that much. Maybe the bounce flow combo is a bit hard to execute sometimes though I don't know what could be done about that besides making the window a bit easier. Also, the death window pops in and out so fast, wish I could read some of the messages without needing to die on purpose. (oh and a way to check out customs without going into a level each time.)

The only other thing I think would be cool is that bouncing and dashing doesn't kill your top speed. Though I like how it works currently, maybe as a bonus after say beating the game you could get that as your reward. To help clear up times but also say go for a top-secret key only possible with the added movement tools plus do the other tasks as well. (Could be cool, though you could toggle it off in options if plays don't want that.)

Finally some really small things, it be neat if Kila tilted on steep terrain and had an option to zoom the camera out a little bit.

Overall a great replayable fast-paced game with very few problems that most won't mind I'd imagine.
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I like what's on display here and had some unique ideas and cool movement for a 2D platformer. (Note: I've not played all of the demo but I think I can review some of the game.)

However, there are some things I'd like to critique some aspects and see reworked to make the experience more smooth and enjoyable:
1. It be nice if hitting boxes extended the length for the Cone Rush since it's a bit awkward to plow through some but not the whole way through.

2. I'd maybe suggest that jumps and maybe even the Cone Rush could be controlled with the amount of time pressing the button for added precision. Instead of it being fixed or toggling respectively. I'll also add on that, the burst of speed after getting out of Cone Rush makes precise landings really tricky especially with the level design placing spikes in tight spreads.

3. When attacking some bosses and even some enemies I traded hits when I didn't feel like I shouldn't have. Adding some Invincabitly frames could fix that or at least at the end, the interaction seems to happen at the end of the attack.

4. When Cone Rushing up or down, having some movement left or right would feel more natural even if it was not by much.

5. This might be a bit much but if enemies attack's hurt you instead of touch damage it could make some cramped spaces feel less of a struggle.

6. More animations for different conditions would help a lot, like for high jumping, when you can't Cone Rush, or when the move is about to end. (Yes the sparkles do help but easier identifiers are usually always helpful.)

7. In Construction Chaos with the lowering platforms. it be cool if Cone Rushing into them made them move much faster.

8. Respawning takes a little to long for my liking but it's not that bad, still I'd like to get back into things as so as I die.

9. A map would be really helpful as it does forget where I haven't explored.

10. I think some bosses go on for to long and could use weak points to make fights more interesting and better-paced.

11. The quick fall is nice but since there are a lot of times you Cone Rush down above spikes you hit the spikes for going too fast. I don't think it's necessary but if you want to keep it, then maybe add a small jump after hitting a spike from above.

Level specifics:
1. Some bosses not having check point before them is pretty rough, I had some issues but over wall got through it but I can definitely see newer players being turned off like for Metropolis Wood's boss.

2. In Sand Shower, the breakable rocks are hard to navigate and feel very daunting with hazards and pits around them. (Especially for world 2) I'd suggested they interrupt your Cone Rush and always pop you into the air but anything would help.

3. Sand Shower's boss fight is a bit rough. Cool idea but too many factors work against you, could use a checkpoint right before, a better presence instead of it immediately attacking and the area is brutal with Its moves and your controls.

4. Metropolis Wood's conveyors could be made easier to tell which way their going. Also, some platforms with leaves covering under them should probably be filled in to prevent bugs and confusion. Example: To the left, you can jump under the platform above the big saw mini-boss. Getting stuck above the event.

5. Toxic Wood's spikes could use a different "texture", the rising poison section is a bit long, the boss is a bit spammy, and a little hard to tell how to hit it. Besides that, it's a decent level. (Though I'll say maybe make the warp back have a menu asking instead of doing it instantly when touching it. The reason being, I beat the boss but didn't grab my reward... pain%)

Overall a challenging fun time with some quirks and some issues to iron out. Cool stuff% B)
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DangerCliff
DangerCliff
Thank you very much for your feedback! It is greatly appreciated. I'll try to fix some of these issues next time I update the game. Particularly, I'm going to tinker around with adding more movement-based settings to personalize your experience.

Also, while I don't plan to add a map to for the game's levels, there is a feature where Boxer will rotate to point his cone-hat toward any Flash Drives you haven't collected yet.

I experimented a lot with this game, and as a result, some of it is kinda jank. I'm currently working on a sequel which will expand upon the good parts of this game, and hopefully mitigate said jank (you can get updates on my progress if you check the discord or twitter links).
DangerCliff
DangerCliff
Update: I've updated the game and addressed some of the critiques in the original post.
Super Freaks I'd say is a pretty good experience overall. I've not beaten the other campaign but got a general idea of what it's about. And have not completed the other mode nor gotten 100% but am looking forward to playing more. Compared to some other projects I've seen, this has been the most amount of content with polish I've seen in a good while. A lot of good challenges that ask a lot from the player but never felt super unfair. Despite some small amount of polish that it could use which I won't go over since it's a lot of small parts or really specific instances that happened in my playthrough.

But I'll make some suggestions and general problems that could get worked out for a sequel or a super ultimate ultra deluxe addition (I joke, also this is from a single-player experience):

1. I kind of wish there was more physics and some speed involved. Like I see all these slants and wish there was a slide move to kill enemies without jumping on every single one. In addition to building speed to maintain for time attack or maybe use that extra speed to slide on flat ground to kill tougher enemies in on hit.

2. speaking of speeding up, I kind of also wish there was a sprint. Maybe by double-tapping, you'll start running a bit faster. It's not that necessary but it's nice for smaller parts where nothing is going on or backtracking. (Plus combined with the slide idea you could add more combat options and keep things moving)

3. Another thing about physics, it be very cool if jump off of moving platforms (Mainly ones that are moving up) you would be affected but speed and move further than usual when jumping off of them at the right time.

4. Lastly about movement in general I think jumps could be a bit higher as some platforms can feel a bit tight to get on, not a bit deal bit I would make some sections more natural and I guess easier.

5. I think each brother had their own special attribute it could be some nice variety. Some ideas I had that wouldn't maybe won't affect multiplayer that much could be: Scruffy could tank a once-free hit before losing health that recharges at a checkpoint, Quincy could take less knockback, Gambi could have higher traction and acceleration on the ground, Tikiman could suck in pickups in a short range and the rest could have one of those previous abilities, or maybe something new? .o. (There could be more stuff ideas but something small can help out a bit. Also if they do have small peaks I didn't notice, my bad. :< )

6. It is not great that you lose all your hearts after death. Not a fan since it makes me not want to bother getting a bunch of heaters if I could just lose them in an instant. (I'll say if it happens only in hard mode I'd be fine with that.)

7. Sometimes it can be hard to tell if a platform is jumped through or you'll get crushed by it, as well as some enemies can be hard to figure out their pattern, how to deal with them, or even if you can kill them. (Now I did play on hard mode most of the time so this might just be because of that but still figured I'd bring that up.)

8. Explosions make me sad% (Seriously the after-math lasts a bit too long and can get some cheap shots off of me.)

9. Very small but it be pretty nice if pressing down while wall sliding made you slide down faster. :)

Like I said already I really enjoyed my time with this game and hope to see more from the team. Fantastic work B)
SuperFreaksDev
SuperFreaksDev
Glad you liked Ultimate so much!! I should mention, the art style and simple/slow movement is to stick closely to the 2006 version, but this is a one off thing; next game will be much faster paced and give you many more abilities. Try it in co-op too if you can, it’s much better that way!

Definitely will take as much of this into account as possible—there will be one more big content update
Arrietty
Arrietty
Oh, wanna say that you can adjust the amount of starting hearts before you start a level. If that helps you any. I always start with 2.
S
Sonicpower2001
Can't wait to check that out and yeah, starting with some extra hearts could be pretty nice.

Maybe something like Easy gets 2, normal 1, and hard non.

Also was thinking about the abilities I mentioned. Each was to serve some kind of benefit towards basic gameplay. (Survival, Combat, Platforming, and Collection) And didn't feel like the first 2 could use a little change even if it doesn't get added in this game... idk.

Mainly just Quincy since knockback is pretty uninteresting so I'll add that to Scruffy's free hit unless that ends up being too strong, Quincy I think would be neat if he got extra damage range around him while jumping. I could allow him to kill some enemies that are defeatable but can't due to touch damage. (If that's a thing, if not it still could be nice to have that extra range.)

Okay enough rambling, can't wait to see what's up next SuperFreaksDev. (Might check out some of those other projects.) B))))
This is quite fun! For how it is now it's quite well made :emoji_ok_hand:
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