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MLScherbatov

411 Game Reviews

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thank you for having calming color schemes and giving me the ability to progress from level to level with only the space bar. these are two things that i look for in games

also other things i look for are eggs but i am not sure if there are eggs in this game or not because i havent finished it yet

are there eggs?

goshki responds:

Sorry, no eggs in this version. :/

this is really cool, but some of these levels are incredibly tedious and the objectives/ targets are poorly explained. i love sniper games like this and there are a lot of aspects of this title that are really great, but i absolutely should not have to sit around staring at levels for 2,3 or more minutes before i have a chance at success (yes, im talking about the gaming expo level, which i must have spent a lifetime on waiting for a good shot and then missing because the dev's head wasnt even visible)

it's great that you've added more depth than most sniper games of this [caliber HAHAHAHAHHA], but i really think this goes a little too slow for my taste. you should consider giving the player some options for how complete they want the level to be, because however satisfying it is to finally get that perfect shot, it's a real drag to struggle through all the frustration and tedium.

that said, great job. im only mentioning these criticisms because i thoroughly enjoyed the game and i'd like to see more

touch my loli body
5 stars

i am frightened and confused and will come back to this later when i can emotionally withstand the burden of trying to figure out what is going on also i need 2 feed my lizards but i promise i will come back for you my friemd. 4 stars.

i liked everything except for the combat - i should be able to swing the sword at will, not just when in contact with an enemy. this combined with the clicking to move made it very difficult to use any kind of finesse and it felt like i was just blindly exchanging blows until i got a few more spells and abilities.
its important for the combat to develop over time, but i dont like that it felt turn based rather than real time

lolll.... this game is really gr8
im not sure if it was supposed to be a little bit funny but it definitely is a little bit funny
one thing i noticed is that you said 'press any key to continue' but actually you've got to press A or else nothing happens. not rly a big deal tho i figured it out pretty quick without breaking any keyboards in half or anything. also ladders seemed a bit unresponsive/difficult to mount, but otherwise the game seems pretty great. good work

Troisnyx responds:

Thanks! Oh yeah, noticed the bit with "Press any key" too. Thanks for pointing out what you did, too, I'm glad you gave it a go. Glad you like it otherwise!

this is visually appealing in certain ways and the music is alright, but it's incredibly 1 dimensional. there's no challenge, no real story, and no dynamic gameplay. im not even sure if there is a point other than keeping my hunger bar up, which basically gives me no motive to continue playing the game especially when the combat is just a grind. this could be really good if there were objectives, larger levels, different types of enemies, etc... right now it just seems to be more of a vignette than anything. i wont give it too bad of a rating because i think it has potential to be a good game, but it really seems like you could be doing a lot more with it even if all you did was to make the area larger.

the intro menu is really bad, man. at least change it so that you can press any key to continue. after figuring out that it wasn't my browser preventing me from clicking the start button, and that i was supposed to press enter, i was still taken back to the standard NG start button again before the game started.
the music itself is ok, but the sound needs mixing really badly. it's overly harsh and at least begs for a mute button.
it makes sense for spikes to damage you when you fall on top of them, but do they really have to kill you when the player touches them from the side? having something like this on the very first level when there is already so much sliding and it's already so difficult to control the player is a bit too much.
it's important to make your game challenging, but if you want to raise difficulty then you have to also make sure your game mechanics are solid enough to support the subtleties in movement. as it is, the learning curve is so steep that beating your game is more about memorizing the levels than it is actually about using skill and learning how to adapt to new challenges. it's got potential, but it's simply not fun
level timer should start when the player starts moving, not immediately when we spawn.
someone below me mentioned a tutorial - i dont see that anywhere
you might assume that your controls are self explanatory, and ill admit they are simple, but it only takes a few seconds to add some text in the title screen or at the beginning of the first level that explains what you're supposed to do. when there are already thousands of platformers like this out there, it's a bit difficult to see the parts of your project that shine through if you dont make sure you meet or exceed the same standards of playability and user friendliness that are common in other titles on this site. i do really think this game could be great, but it's just not quite appealing in it's current state.

i recommend a few levels at the beginning that arent so hard, with increasingly smaller platforms or a few spikes added here and there in the 2nd and 3rd level. right now it just jumps right into the game without explaining anything and i see why the reviewer below me didnt like it.

controls seemed inconsistent. at times, i'd have momentum in air and on the ground, and the player would move without me having to hold down an arrow key, but other times i had to hold them for the entirety of the jump - obviously you intended for the player to slide when it hit a platform, but when there are so many precise and challenging maneuvers so early on in the game, there is simply no room for this kind of unreliability.
i've been playing for ~10 mins and i cant beat the first level. that's not challenging, that's just frustrating. you absolutely must introduce the game in pieces if you intend to make it this hard, or else no one will ever find it interesting or playable. ive literally tried 3 dozen times and i've as of yet been unable to reach the 3rd red token without falling, and the one time i did the jump didnt respond and i slid off the edge of the platform because it allows the player to keep running for the last block but leaves them unable to jump while doing so. i tested this on a few platforms earlier on in the level and it's still happening. that's not challenging, it's just unfair.
by the way, what is the point of the tokens? anything? i dont see medals or a scoreboard so if there aren't upgrades we have no incentive to pick them up
i really do see potential here, but the gameplay is making me bang my head against a wall and i see no rewards in sight, so i cant really give this a good rating
graphics are clean and appealing, tho. maybe add some lens flares or smoothe the gradient in the background to give it more of a feel of depth

i cant seem to unlock any of these upgrades. it would make sense for level 3 to be so difficult if you could farm for resources and upgrade your units further, but i cant seem to do anything but unlock the unit tiers. the idea is great and the game itself is fun, but its unplayable for me in it's current state

is there some kind of commentary here about humans/ civilization destroying nature?
anyways, the sound is great, graphics are simple but clear, and the game seemed to have very few glitches. i tried making some fenced in areas with multiple types of mushrooms and elevations, some shallow water, etc, but my animatroids kept dying no matte what i did. i tried making bigger areas and ran into the same problem.
resources were fairly easy to accumulate, but i liked the crafting. i hope there will be more blocks and more recipes soon.
i found that whatever was left in the crafting window would carry over from one save to the other, so if i wanted to start a new world with all the best tools i could do so by keeping them from another world. this didnt really make a huge difference because the stuff was all easy to get anyways, but you might want to look into that.

this is really awesome, but it seems a bit hollow for now. maybe think about adding more dynamic soundscapes based on the flora and fauna nearby, and then the game would have a little bit more of a purpose.

another idea i had was to set an actual goal to work towards besides preservation and reproduction or maybe have new game modes where different goals can be chosen in a time restraint or with limited starting animatroids and fungolites. maybe there could be specific chemicals or materials you can extract from only certain species, and then the goal could be to create a medicine for a sick significant other, or something along those lines.

something has to be done about wall placement. if you dont have a hammer yet, it's easy to accidentally put a wall in the wrong place or to trap yourself on the wrong side of a barrier because you dont always choose which side you move to after placing it.

anyways, this is a really cool game. i hope it gets some more meat on it in the near future.

bludgeonsoft responds:

Thanks so much. The crafting inventory bug is a really good catch. And I do need to fix it so you can't trap yourself building walls! These are great ideas and are all very helpful. More game goals are definitely needed, and more craftable items are coming soon, but next is Toxic Waste (to increase mutation rates). - Markus

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