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MLScherbatov

411 Game Reviews

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thumbs down for furries

this is pretty cool. i feel like the game would be a lot more fun if there was some way to individually control units, because there were a lot of times where i wanted to hold my ground mid level and also have my units advance to reinforce the front line, not just have all of them move forwards unstrategically. the upgrade system seemed relatively balanced, and i liked the music (obvs mass effect influence but what isnt nowadays). i think you'd really benefit from adding a speed option (1x,2x,3x, etc). some of these battles lacked subtlety and they really moved at a crawl.

up+ down arrow keys, spacebar, and most other hotkeys still worked while playing the game. these werent used in the control scheme obviously, but it was very easy to accidentally jump to the bottom of the page whereas most games require me to click back on NG in order to scroll, etc.

that first button was nearly invisible. later on in the game it might be fun to hide them more, but i feel like for a tutorial/intro, it wasnt a very good choice to put that giant pillar right above it.
also the crate really didnt stand out. i thought it was the switch or just background.

the 2nd larger switch or w/e glowing floor segment really, really looked like it was going to hurt me. i'm beginning to notice a pattern of many elements of the game being somewhat unclear lol. its not like any of these problems were frustrating or hard to surmount, but i think it'd be a smoother and more aesthetically pleasing experience if the visual aspect was more clear and presentable.

footstep noise was a bit too loud, IMO

graphics in general were nice, music was calm and atmospheric.

i think this'll make a great game once you start adding some more complex puzzles, but it was a fun few minutes for now. good job :)

this game is tedious, glitchy, and boring

ranged attacks knock back but melee doesnt?? wtf??

why are u putting us 4v1 against units that all have special abilities? 4 smites in a row and i die. that does not make a fun game

the double doors are too much... if the game were really riveting or enjoyable it might be worth constantly wading through a sea of Y8 GAMES Y8 GAMES Y8 GAMES all the time

music is way too loud. it's earsplitting and i checked on several other tabs to make sure that it wasnt just my volume being set too high.

some of your sound effects include music, but that music isnt in key with the constantly looping background music, so they create a cacophony.

the shop allowed me to buy an item that was restricted to one specfic gladiator, but i didnt even realize there were any restrictions until after i'd bought the item. i had spent 500 gold on it (everything i saved from the first 2 levels) and then was forced to just lose fight after fight earning 0 gold until i had gained enough exp to win one or two. this set me back for every future level and basically turned the entire game into a tedious grind of lose, lose, lose, win. there's just no strategy and the difficulty increases too fast. when i have better items, i win, when i have worse items, i lose. that isnt even fun. this is just an excuse for an idle game and i am really, really tired of the site being flooded with time wasters that dont have any actual gameplay or strategy. besides, this is supposed to be a creator space, and i pretty much only see crap like this from sponsors with maybe 1 in 10 games now being genuine homebrew.

sry, but i did not have any fun.

the menu is broken so that once ive muted everything, only the music will turn back on. the sound FX option is unresponsive.

i cant see below me enough. i realize this is supposed to be a part of the game or w/e, but it doesnt really make sense that i cant look down below me when standing on a ledge. this is an example of forcing situations to be difficult by limiting the player instead of creating more complex puzzles, and i dont think that ever really works to any game's benefit unless you're making survival horror.

jump and double jump were often unresponsive, especially just after picking up a potion

potions are placed in the way all too often. if we are going to be forced to solve levels by picking up different types in a particular sequence, we should have to activate those potions with a specific button. im tired of having to do levels over and over because i didnt quite jump over the last potion. it should definitely be a choice to pick them up. this was extremely tedious in level five because i had to jump on a platform that was taken up mostly by the grey potion (which you for some reason refer to as blue - is there some kind of color blindness going on here or what??), and i had to run back to get the yellow one way too many times for this to be fun.

music is good, art is good, concept is good, execution is a bit iffy. i hope to see a revised version soon

this is too big to fit on my screen. also, there is no tutorial and the game is really not self explanatory
you said "reach the star" but the goal was another asteroid, and i still have no idea what the different colors do for the first few levels until the help tip pops up

the music is good, and im sort of having fun, but i have no idea what im doing. you really, really need to at least explain the game better in the description. i feel like there are random new objects being presented to me before the bread and butter is taught to me.

it seems like all i have to do to win is aim very low directly at the wall so that the rocket bounces a few dozen times and i get a ton of extra points. that shouldnt really be working - there needs to be more skill involved in this because as it is i feel like im just launching them randomly and getting 3 stars, and i STILL dont understand what the goal is but im winning.

you brought up warp gates or something on the 3rd level and i still havent seen a single one. same goes for the yellow moons. i feel like your tutorial is broken maybe? its routinely waiting 2-3 levels to explain new objects and instead describing ones that are not present in that level yet

this took me like 10 levels to even realize that the goal is to reach orbit, not just to bounce, because i was actually getting more points from bouncing. that is a serious issue

i had an alright time playing this, but it really needs some work...

this is a little bit much. i think it probably seems a lot easier to play given that you've designed it, but it's still really difficult to get the hang of. the perspecive changes too drasitcally when i hit left or right and when i see a turn i want to take but it's a few steps away, it's nearly impossible to tell whether ive entered the right hall or not. honestly i think this would be fine if you added even the tiniest bit of animation, but as of now it's just confusing and without being able to discern where ive gone/ take the same path back due to the poor graphics, i find it to be p. much just a shot in the dark whether i'd win or not. how am i supposed to respond to an ominous presence or a sense of dread when i feel like i dont even have any control over which direction i move in the first place? i played through it a few times, found the crossbow but died so much that it wasnt enjoyable even in the slightest.

the x/e/o thing is kinda iffy. it's just adding to the issue of the game having like 0 user friendliness.

overall i feel like this could be a good game if it were just more smooth and playable

RainbowCemetery responds:

the walls are really just there to keep you from systematically going thru each block in a straight line and aren't meant to be used for navigation. this originally had no graphical representation of walls and only coordinates, and i thought it'd be a little nicer for it to look like you're going somewhere :o but i can see it just made it more confusing. appreciate the feedback

there were pillars that didnt even have a gap in them and thus i have 0 motivation to go for a high score because of the expectation that my attempt will be cut off short arbitrarily

you definitely shouldnt b making more flappy bird games there are enough of them already

background is cool but judging from the fact that the rest of the art is ms paint scribbles (albeit not too shabby for their tier of ms paint scribbles), i cant really credit you for that

music is meh. kinda corny

LASERBEAST responds:

You can click totem blocks to destroy them :) i had about 2 dozen songs to pick from but i let my kid choose the one he liked best. there are 3 songs in this game you just have to survive a long time to hear them all!

this seems like a cool idea, but you've really got to work on user friendliness. i realize there are instructions in the description, but you really throw us into this without any tutorial, and it's very much bewildering. if you expect to get a lot of exposure with this, it'd probably be a good idea to ease the player in with some simple starter missions.

got some notes -

i think you should make some of the black pillars grey or translucent so we can tell they arent obstructing us - i thought i was stuck on the first level after the portal. this obviously hasn't been any kind of problem since, but it might make the experience more user friendly.

you might want to consider adding a minimap of some sort or at least a map in the menu for reference. i found myself getting lost quite a bit, and it's no fun to walk back and forth. whether that was due to my own poor memory or because the levels were just confusing, im not sure ... lol
i just know i got kinda frustrated on the 3rd level cus i had all the tokens but couldnt find the exit.

those little things that dripped blue stuff on us werent very clear, either. from the color of them, i assumed they were gonna heal me or something

we should have to press down or something to enter a portal. there are a few locations where it's kinda tedious to go thru them and then back out just so we can walk past one of them

overall this seems like a good game tho. i like the animation, color schemes, and music, and i havent noticed any glitches so far.

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