Flee Buster is Flash game by Chevy Ray.
I played it for approximately an hour, which is approximately the amount of time I spent with BioShock before putting it on the shelf and cursing games journalists.
This game has so many good things going for it. Let’s take a look at some of the aspects of it.
Disclaimer: I realize this game was made in 48 hours (which is amazing). All feedback here is what I felt about the game, and is intended as saying “If you had the time to really polish this game, here’s what I think”.
- Alien Controls: The controls for the alien could use a jump button.
- Spaceship Controls: The controls for the space ship are perfect. I have never felt better about controlling a spaceship.
- Frog Controls: The frog is touchy. In the upper part of the level, trying to do the smaller jumps is hard. Maybe that’s part of the charm, but I feel like either the level is too compact or the jumping controls need to be tweaked to allow for more precise jumps.
- Switching between scenarios: This is a bit jarring. Suggestions to make the player ready is a countdown to the switch. And then a “Ready. . .” screen. Maybe this would take away from the frantic game play which works so well. Not sure, but I did find the switches a bit jarring at times.
- The pressure: This game works because of the time pressure. And it works amazingly well because the time pressure threat is a visible entity. Usually with platform games I compare them to the gold standard Super Meat Boy. The hardcore challenges are all about beating a time limit, which is fun. Chevy Ray has touched on an extra level of fun. Make that time limit a visible entity (enemies, a UFO, rising spikes) and make it part of the game. This makes the game nerve-wracking every time you play it.
- Graphics: This is getting really picky for a game made in 48 hours, but the aliens run cycle could be smoothed out.
- Rewards: I think it would be cool to not only say how many tokens you got, but how many screens it took you to get them. And possibly a rating based on screens/tokens. This encourages the frantic pace.
- I’m not a fan of pressing up/jump when hitting a trampoline to get extra height.
- About: I assume the levels were made with Ogmo Level Editor (oel files). Should put that on the software used list (if that’s the case).