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MLScherbatov

411 Game Reviews

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extremely slow to load. the game was frozen on a black screen that said "none" at the top in red for like a solid 2-3 minutes
there are a lot of typos/misspelled words but it was easy enough to understand

Chekisteg responds:

Thank you for your respond! English is not my native, but i`ll do my best!

lol the music reminds me of stuff i used to make. are u using FL studio?

BigBossErndog responds:

Nope, I just used Beepbox.co, lol. I do wanna get funding to improve the music tho, commission some people to make music. Music is definitely not my strong point.

oscillation imo should be possible without moving, because it gets pretty tedious when you are standing behind 2 adjacent blocks and keep being 1 space too far away from the sun line to fully utilize the shadows. its also really tedious trying to oscillate with a warp pad 1 space away from you for the same reason.
i got past some of the ones i was stuck on and now am stuck on new ones, but this seems like a pretty good game. i think some changes could be made to make some of the levels more streamlined without sacrificing your mechanics or difficulty though

seems close to impossible. i cant even beat the 2nd level after 3 tries. the unit's attack is just too weak and the zombies are too fast. you should at least let us build a small wall before the first wave, make the walls stronger, give our units more health, or give us some type of a pathway the zombies have to follow instead of leaving us in the open.
attempt #5 and still have only beaten the first level 2x. idk why you would make it so difficult so early on. it prevents us from trying new strategies, and there is nearly 0 room for strategy on the first level.

MatinaqueCreation responds:

Hey, Lots of people told me the same thing. However the difficulty is exactly what I wanted for this game.

But don't worry, I'm working on adding new kinds of wall (bouncy walls, spikes walls for instance), units and enemies in order to lower a bit the difficulty.

In addition, the first 5 rounds are the hardest, but once you get the correct strategy, you can reach the 17th one with no any issues.

Good luck and have fun,
Bye

when we get to the cheese factory, we shouldnt be returned to the previous room immediately after reading the text from his body. because the brother is a more recognizable object thats closer to us, the player is bound to select him first. then we have to enter the same door again, go get the memento, then read the same text again to get back. you should just add a door that leads back. the same issue is present at the hair pageant. we should not have to keep doing the same thing over and over just because we accidentally selected the character that resets the memory. if anything we should only be returned when we find the memento.

in the ICU we shouldnt have to talk to the guy in there a 2nd consecutive time to leave the room. he should just complete the dialogue in one go, or if you want multiple dialogues in that room have him talk more when you approach the comatose patient

i agree with other reviews that we could use an interact button.

overall its kind of interesting, has nice music and the graphics are pretty decent given stylistic limitations. i wish it was a little bit longer, maybe had more build up of some kind, more dialogue with family members or friends for instance. we dont have any attachment to the wigs in the locked room because we havent met any of these characters. maybe begin the game with a normal day, have us talk with our brother, add some objectives like "im hungry" and we have to look in the pantry, find a can of soup and a pot, turn the stove on etc. then give us a reason to leave the house, and it be on fire when we get back.
in its current state it seems more like the outline of a story rather than one in a form thats ready for an audience, but you have a good start.

i should note that one of the previous reviews mentioned "playing multiple times to get the best outcome" but the game seemed 100% linear to me? i dont see any places where i have an element of choice

edit: seeing the walkthrough i realize i was approaching the level with the wrong method lol. thanks!

stevenjmiller responds:

There is no walkthrough as of now, but I might make solution gifs for all of the levels soon. For now here is the solution to level 16: https://imgur.com/8L4BStE

As for not being to push from platform to platform in level 16, this is because two of the wooden platforms are 2 units tall, the third one is a single unit tall, and the standard platforms are all 3 units tall. You can only push things on the same level as you, and they can't be pushed onto a higher platform than the one they are currently on, so there are very few combinations in the level that allow for things to be transferred. For example (again in level 16), pushing the pan from a standard platform to a wooden one means you can't push it any further, as it is now on a wooden platform of height 1 or 2, whereas you are still on a platform of height 3. Level 17 works because the wooden platforms are of height 3 as well.

I believe the issue is that the height system is visually confusing, especially when wooden blocks are involved. I made it so that pressing space enables a mode that lists the tile heights in hopes of alleviating this, though it is far from a perfect solution.

no bugs that i can find aside from one thing which i think might have been intentional - if we are at max potion capacity, the potions in chests shouldnt disappear imo, just the gold
i did notice that it implies we have to beat the pirate in order to get to wintry fields but that we actually gain access just by exploring the forest. imo thats fine but maybe consider adding a couple more side quests because its easy to forget about the pirates when the rest of the game is so linear. also im pretty sure the quest specified that there would be multiple pirates, but there was just the one guy.
it would be cool if we had a little bit more choice in what we buy or what spells we learn, and also more enemies with pronounced vulnerabilities or immunities to different elements.
u should add a back button during the intro, cus i accidentally skipped the 2nd page and couldnt return to it lol.
arena always seemed to start very easy then get much harder very fast. as a side quest, it would be more rewarding imo if there were maybe 10 enemies per cup with more gradually increasing strength, and if the silver + gold cups were a lot more of a challenge, like only to be attempted after beating the main quest.
dialogue during fights could have been smoother. maybe try having the text just appear at the top/middle of the screen during battle without pausing the fight, and gradually fade after a few seconds like an in game chat kind of?
the option to reset skill points wasnt really useful. if there were more depth to our builds, it would make more sense.
i feel like we should be allowed to use spacebar as well as E as the interact button.
other than that this is great, i love ur stuff.
=====================================================================
ideas for the next game:
-add electric, rock, or water spells, drain life ability, or just in general more types of attacks than just fire frost and energy. rock could briefly stun enemies, water could have a chance to silence them, and maybe electric could have a higher chance to crit
-potion system is alright but i feel like we could use an item that increases our max capacity, or preferably a heal spell that the player can use. given that mana is already pretty limited i dont think heals would be OP cus we would be sacrificing a lot of time and an attack. maybe make the heal pretty expensive and have an item which reduces the cost or increases the healing.
-increase strength of higher level enemies, and make the dungeons a little longer with more paths.
-include more dungeon paths that loop back on themselves to save us time walking back and forth. obvs it wouldnt be good to have them all loop back but i think a few of them should.
-if its feasible for you, it'd be cool to add a random loot drop system for certain chests, i.e. maybe every time we finish a dungeon or an arena challenge, we get a special chest with a random item in it, some of which arent available at shops and some of which have very low chance of appearing. certain areas would have a higher chance of finding a specific drop, or some drops could be exclusive to one area.
-maybe at certain points we could have a chance to find a secret/unique shop in part of a dungeon instead of an item chest, but if we couldnt afford its items before leaving the dungeon it would disappear and we'd have to grind for it again.
-give us an infinite grind option in the arena where difficulty +rewards keep going up, and/or in general add a bunch more medium strength enemies.
-maybe have a perk system like elder scrolls, where once you reach the max level of a spell you get to choose a special passive ability. for instance say we level up fireball 100%, and then we can choose between a short stun or additional burn damage over time for the next few seconds. maybe a lightning master perk would be either increased crits or a 10% chance to return all of the mana spent on the spell
-the pirate quest gave me an idea for a boss: a kraken with multiple tentacles, each of which is a separate/disposable enemy and which can each attack once per turn, then once all tentacles are disabled at once its huge eye becomes vulnerable for a few seconds. maybe the eye could have a very strong charge attack which would pause charging each time it was dealt a certain amount of damage, and only give it a limited time with the eye out before the tentacles reappear. this way if you keep hitting it you deal a bunch of damage without taking a hit but otherwise you get wrecked. idk how hard it is to allow multiple concurrent enemies in one fight but it would be nice for some of the bosses to have cycles like this
-also give lesser abilities to normal enemies. if we can fight 2 or more units at once we could have different enemies playing different roles, i.e. a support class that can shield, heal, or power up other units. we could also use abilities which damage multiple enemies this way. idk if the current system would work well for us to control multiple units, but i think as long as the enemies are auto attacking it shouldnt be too hard to get several attacking at once.
-chickens gave me ideas for easter eggs. maybe for instance allow us to choose between a couple of dialogue options for certain NPCs, some of which might give us a free item, more gold, or an additional skill point, but if we pick the wrong option we dont get another chance. maybe the chickens wouldnt do anything until you repeatedly talked to them, say u do it 5x in a row and the chicken gets flustered and lays an egg for you before permanently disappearing, then after you level up 1 or 2 times the egg hatches into some unique item or works as a potion, etc.

anyways keep up the good work, sry if this is super long lololol.

ZsoltFekete responds:

Hey there,
Thank you very much for this detailed review!
All of them are really good ideas, I will make sure to keep them in my mind for the future updates or for the sequels. You would make an awesome game designer :)

May the wisdom guide you! :)

needs a mute button at the beginning, not just once gameplay starts imo (i just rly dont like the music, nothing personal lol)
we should be able to skip through text faster
the drill is not showing up at all. the game is still playable, but it just looks like the squares are disappearing on their own
movement is pretty sluggish for me, and upgrading the drill actually makes it harder to aim towards the right minerals especially when i cant see what angle the drill is pointing. i actually only got about 1/3 as many minerals after upgrading my speed because turning is so unresponsive. its nearly impossible to control the drill unless im just mining straight downwards.
we should have an incentive to drill deeper. there should be more valuable minerals the deeper we go, whereas currently it seems like there are less as we go down.
different upgrades should require certain minerals. we should be able to upgrade our steering and starting gas tank size like in many other drilling games imo.
drill often just stops and wont move for several seconds. i have no indication as to why this is happening because i cant see it.
after my 3rd run, the upgrade screen didnt fully light up, its dim and harder to read as if the graphics only partially loaded. on my 4th run, its dim and also the button to return to the game is gone, so i cant continue playing.
hope this helps :) i like this type of game so it'd be cool to see it developed further

your checkpoints look like tutorial signs. i spent a while trying to get the nonexistent messages to pop up. maybe you should tell us "checkpoint saved" especially if theres going to be one at the very beginning of the game that looks like a sign lmao. also, i dont see much of a need to press a button to activate the checkpoint. ive yet to run into an area where i didnt just want to keep the most recent one

it is extremely unclear that the water is a hazard until you have already died to it

idk about the music. its a little abrasive

otherwise seems good

when you tighten the screw, if you click it a second time, it just unscrews but the screwdriver is gone.
this actually doesnt break the game, but i can see why so many people here had a hard time with it. you should still definitely fix it though if multiple people tell you theres a problem lmao

selfdefiant responds:

I fixed it. Thanks for the better explanation.

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