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MLScherbatov

411 Game Reviews

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pretty nice. sound is calm and appealing, graphics are simple and clear.
i found that when i went to a new tab with the game open, i had fallen through one of the white outlined moving platforms. im not sure if this is an issue where pausing doesnt count for white outlined objects in addition to the time reversal, but either way it happened more than once. im in chrome on win8 if that helps anything

cool game.

i agree that forcing full screen isnt a good plan. visually the game is clean and appealing, and i do like that aspect. however, i got stuck after about 5 seconds of gameplay and was unable to find any means of restarting the level. it seemed like the screen was supposed to scroll down but it failed to do so, and the ball was stuck at the bottom as a result.

just because this looks like it'd be really great, i'll give it 3 stars, but i have to take one away for the fact that it was so glitchy.

good luck getting this project finished :)

first off, great visuals and sound. it's relaxing and immersive without being distracting, and that's exactly what one should look for in this context.
stars were often placed just within my reach, which is great. wall jumps werent super simple and they had to be timed correctly with the slides... in general this game seems to be difficult in all the right ways, and i havent noticed any bugs yet. everything is simply explained without the need for tutorial, which is something i greatly appreciate.

it seemed like the floating rocks generally appeared based on a predicted trajectory of where the player might end up. I really felt like it was kinda unfair and pretty much that i ran into nearly every single one until i got the radar. it's gotta be more random or it's just not rewarding.

if i go in a straight line down the middle of the level, i get hit with almost every single rock, and although that would make for a more challenging experience in theory, it's just not really working for me. especially given that i have to do 5-6 runs to collect any minerals at all, and avoiding the rocks doesn't really pay me anything, it seems a little bit strange that it'd be so difficult to avoid them on the earlier levels. even after i bought the radar i found that i wasn't given nearly enough time to avoid them, because any evasive maneuver would turn me more horizontal and i'd become a much bigger target.

im on like my 10th run and am making 0 progress because i cant avoid these rocks, man. if you're going to add such a non profitable buffer layer at least ease up on us. honestly i think you need a much bigger window for the game, to increase the turning speed by like at least double in midair as well as maybe only adding so many asteroids on more difficult or profitable planets.

it's important to create a sense of progress and difficulty, but this is just tedious and not rewarding enough in the early attempts to keep the player interested.

some of the upgrades are unclear and i'm not sure if i just wasted my money on something useless when i bought the rod, especially given that none of the upgrades ive purchased so far seem to make any real difference in the profitability of my runs given that there is so little time to respond to minerals even with the radar that the entire game is simply chance based at this point. I shouldnt invest several hundred dollars into the whole first row of upgrades and just reach a stand still where none of them are even making a difference and im still only getting 30-50 dollars per run tops.

is this MDK/MDKII influenced? cant help but notice the resemblance of the pointy hands on the suit and the airdrop sequence in the beginning of II (although i guess you're going to sabotage the miner, not be the miner lol)

the only way i figured out to make any noticeable progress without sitting here doing gruelingly repetitive and unrewarding attempts is to hug one side of the screen as much as possible while in midair because the rocks wont ever spawn there, but again this is not rewarding and you made me feel like i had to cheat to move forwards.

idk... this seems like a good concept but it's just too slow and chance based for my liking

i love how the movement of the dots allows your brain to suggest where they might be. it's almost as if you can see them even when the color fields are completely flat. great concept. i wish the screen were a lot bigger, though. this could be amazing as a fixed position shooter or bullet hell with the exact same animation, too. nice job

it died so fast the first time!!! i cried a lot
and then he pooped on my face!!! wtf man!!!

i noticed that the game seemed to start playing by poker rules, but when i tried to build a straight (and successfully got 2,3,4,5,6, i lost. i think it was fun that i had to figure it out as i went along, but as a poker player i wish there was more than just matching pairs going on here. still fun, tho.

i cant figure out how to use the medicine and my pet keeps dying as soon as it gets sick. obviously i could continue from each death, but it was still a little irritating - when i tried to get it to move like the little feeder creatures, it didn't really respond, and i didn't feel like i ever had enough time to figure out what was going on despite having beaten the game now.

everything about this is perfect besides my difficulties with the medicine, tho. great job! i never got to have a tamagotchi as a kid so this was rly fun for me lol

Wolod responds:

Thanks a lot! I never had a tamagotchi too. That's why I decided to create my own!
To use medicine just click on it several times. I was working on this during the last week before deadline. So I hadn't much time to implement all the poker mechanics. The only two combinations I haven't implemented are: straight and straight flush.

reset button should be right next to the pause button, not in a separate menu. there are a trillion games that follow this premise (although this is one of the first ive seen in 3d) and there is never and will never be room for flaws in games like this that didnt exist in the source material (angry birds is literally the same game from a different perspective and you cant overcomplicate a feature that was fine to begin with)

aiming was way too difficult and the tiniest discrepancy completely changed the angle of the shot. you should at least show a line to predict the path of the ball a little bit or else the core gameplay dynamic is just tedious and obnoxious.

dragging the power meter even 1/2 of the way back caused the ball to go flying way over the structures regardless of the angle of the shot. in general the aim and power are completely broken and this is not a finished enough product to be released IMO despite looking and sounding pretty.

you need to make the "battle" button more accessible. i was completely lost and couldnt even get the game to start for quite a while after upgrading and im sure a significant number of your missing stars in these ratings (although most are quite high obviously) could be because of the fact that people couldnt figure out how to get the game to start after purchasing upgrades or units.

i have 400 dollars and have the tesla boat upgrade but i am unable to buy it - im not sure if there is any explanation for this but if i have to progress to a certain point in able to buy certain units then i shouldnt be allowed to purchase the corresponding upgrades until the unit can actually be used. if this is because i already had a special unit, then it'd be a lot cooler if i had some kind of an explanation for the fact and/ or how to remove that unit from my fleet so that i can use another. if i can buy 3 more scouts then i should be able to buy 3 more tesla boats unless they are gigantic or something and dont fit on the screen.

didnt really keep playing this... it's just really clunky and didnt make a lot of sense, and i had no control over the combat (which seemed to be a cakewalk despite some people here commenting that it was extremely difficult)

maybe it gets harder in later levels but im kind of disappointed that i spent all my money on something i cant even use and im going to move on to another game now.

interface was a bit hard to use/ the end turn button was difficult to find. i wish the screen was less crowded and i think the game suffers from the lack of an ability to zoom out. perhaps think about starting with a less complex level for the tutorial and then adding things like elevation and terrain differences as well as different types of units gradually as the game goes on

so far this seems cool, but as with many other titles ive seen on this site, i cant really wrap my head around the reason why people who dont speak english as their first language would attempt to make a game in english without at least having a native speaker revise and edit the script for them.

the lack of this kind of editing didnt take away from the experience much but it succeeded in creating some incredibly derpy wording. I'm not sure if this is just a translated version and it was originally in a different language, but either way it should really be fixed up a bit.

it took me a while to figure out how to get back to the game after the first level was played - maybe think about marking the portal button in the top right so that we understand it means "continue"

animation is good and the sound seems pretty good too but i really wish the levels were a little bit wider. it doesnt really make sense for them to be that restrictive and narrow when the enemies crowd the screen as if there was one every 2 feet throughout the entire planet (yes i understand there are supposed to be a huge number of them, but if they were this multitudinous or focused then they would also be inside the guild hall, not just outside)

given that the game requires many different and short attempts at victory before gaining enough points to level up abilities significantly, i would really prefer if it didnt take so long for the stats to show up or for the player to continue to the next attempt. i'm already irritated by the sluggish nature of the stats and intro to the battles by my second attempt. (although i recognize and appreciate that you used sound effects from morrowind lol - was this game inspired by oblivion/earlier elder scrolls?)

i swear i just reached 220 gold and it told me that was my total but when i arrived at the guild i only had 115. that's really not OK especially given the issue i brought up above with waiting/loading time.

i upgraded my mana regen skill and it cost me 2 level attempts worth of gold, then went to the store tab of the guild to see if i could afford anything else worthwhile. when i returned to the academy tab, my upgrade was gone but my gold had not returned. this combined with my other complaints (as well as other reviews which noted that the game doesnt save progress at all once the browser tab is closed or navigated away from) has unfortunately caused me to lose faith in the game and i am not going to be playing it any further.

this kind of problem is completely unacceptable in a game which expects the player to spend so much time repeating the same levels in the first place. im surprised people gave this a good rating, tbh. it has potential and seems really cool, but it's just completely broken and non functional. i cant waste any more time on this and am sorely disappointed in the plethora of bugs ive discovered in what amounts to 10 regrettable minutes of gameplay... sorry man. i hope you can get this fixed because it seems like it could be cool.

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