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MLScherbatov

106 Game Reviews w/ Response

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cool game.
i wish it had a little more depth (some ufos, comets, satellites, etc, or birds maybe)
and i wish there were more upgrades, but i see that this was done under a time limit, so i cant blame you for that. as it is, it is enjoyable and doesn't glitch, so i'm happy with it. good job mang.

ilovedemongirls responds:

Thank you! I do agree it is pretty short, I had big plans for it that sadly never worked out. Anyways, thank you for the review!

seems like a good platform, and could be a good game with a little structure, story, and if you fixed frame rate/lag issues. I think you should consider a quality/depth of field option, and i feel compelled to mention that a lot of the enemies just turned into zombie corpses as soon as they died.
overall, though, this looks like it could be really cool.

GamesTube responds:

Thank you for your analysis, I will try and make this game even better.

how am i supposed to dodge obstacles that i cant see?

TohaTurok responds:

You have chance for survival! If you sit or jump near different obstacle chance for survival will be change or not.

pretty cool. i think it needs directional shooting a la binding of isaac, as well as a minimap.
i thought the gameplay and diversity of enemies was very well done, but the game was so difficult that i never even found an upgrade box (?)
perhaps consider just allowing the player to upgrade at the start point or through a menu. i had like 30-40 points and was entirely unable to use them

Rhuno responds:

When you first begin the game (New Game) the flashing beacon will lead you to the first upgrade box. You need 5 power cells to open it.

controls need serious work... why not just use up or w to jump? i have my had scrunched into a ball trying to play this. also: your ladder mechanics are severely lacking. in general, this game was frustrating to navigate, and needs more of a story/some kind of explanation of gameplay.

InnerCircleGames responds:

Thanks for your input, just so you know, the game is still under heavy development. Yes, there is a lot of work to be done, and as far as the story goes, I didn't really have space to explain it in the discription; I'll figure it out. But to help you/ anyone else with the controls, I don't really understand the problem you're having. Its pretty simple, just move around with one hand using the arrow keys, and with the other just jump when needed with z, interact when necessary with x, and drop/throw things with c. Other than that I can't really help you. It's something to get used to. And who knows, maybe the game as it is will grow on you, but check back now, and then for an update, because as I said earlier, the game is still under heavy development. Thanks - ICG

seems ok, but as many of the other reviewers have mentioned, the controls are highly unresponsive, and the game is just not fun as a result. i gave up after 12 deaths, a lack of checkpoints forcing me to do frustrating parts of the game over and over, and just a general lack of interesting gameplay... i'm sure it gets more complex later, but when your initial platforming system is so unfinished, i dont see how anyone would want to play until that point. this needs serious work on the fundamentals, and you should never have even made more than the first few frames without fixing the platforming first...

semaphor responds:

There are checkpoints, they are the yellow circles.

In regards to the platforming, like I have said earlier, you jump from the centre of your character, so when jumping off an edge, don't jump when the edge of your character is on the edge of a platform, jump when the middle of your character is on a platform.

Update: See description

Update 2: Improves on jumping, see description.

cool idea, and i like all these games with new control schemes, but im not sure this is working properly at all. i was unable to do anything at most rooms, and only was able to attack 1 monster despite encountering several and being forced to simply walk past. i'm not sure what i have accomplished so far or how to get to "level 4" because i pretty much cant do anything but walk forwards and hope that the next room is functioning properly.

as well as this, the menus were incredibly unclear, and i had no idea what i was doing most of the time/ there appears to be no hostile enemies which pose any sort of threat to the player.
this cookie needs some more time in the oven.

TheeCoffee responds:

Fixed it :)

when you click to skip dialogue, please have it simply show the full text first, THEN skip once you click again. I found myself trying to skip through because i read fast, and ended up missing quite a bit of dialogue. Although i appreciate the in depth voice acting, it just moves a little slow for your average gamer, i feel.

clearly you are not finished and are just looking for feedback, but i'm not sure whether you meant to have 2 players, or for the player to actually be fighting themselves. perhaps if you are having difficulty with having the monsters act a certain way depending on their situation/ what was used on them, simply add a short 3-4 move looped script for their combat.

i thought the dice visuals were cool, but tended to take far too long to stop rolling. consider making this animation much, much faster, because even after finishing the first battle, i found myself very irritated at having to wait for this each round when it's just 2 6 sided dies rolling.

essentially so far i think you've got a good thing going, but definitely consider how certain aspects of a game such as this (especially if you mean to stick to a combat+dialogue only system) grow very tedious as they repeat themselves.

consider adding 2 more preset characters to start with (u can keep the same dialogue or w/e and just change weapon sets i.e. warrior, archer, wizard, etc)

perhaps instead of just the regular attack, go for a power attack/flurry/critical strike system such as what is used in KoToR?

music was great, btw. did you make that yourself? i was just playing yellow version earlier today.

Holon responds:

Thanks for the feedback! I'll keep them in mind for future updates.

As for the music, they're from the Audio Portal and can be found on the credits to the left.

this game is cool, but when it comes down to it all you've made is a slower moving version of N with worse physics/ too much friction. I like it and played through because i have pretty much beaten N and wanted more, but i was disappointed that you so clearly took the game mechanics and pretty much just added larger stages beyond the size of the screen, otherwise just making it a little worse... idk man. I had a good time, but when you are tinkering with a classic like that, it's best not to change so much....

AmazingAdam4 responds:

Well what you're saying isn't true because I've never played N. Nothing was stolen gameplay wise, me and the N devs must just have similar brains.

interesting concept... if you mean to make fishing a weapon, you need to either make it much faster, or you need to reduce the number of worms. It is literally impossible to win this because i was immediately swarmed by 20 friggin spiked worms, and a maxed out fish would only take a sliver of hp... on top of this, i didnt even know you were supposed to kill them using the rod, because if found that you could kill them about half the time just by hopping on them. This is a cool idea, but it's terribly imbalanced.

viper2024 responds:

Hum... please note that this is a score based game, so the difficulty is based on how well you do against others. There's no ending ;-P

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