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MLScherbatov

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look, this is a cool game and its got a lot of potential, but these controls seriously blow. it seems like half the time the movement is centered on the character, and the rest of the time it's based on the camera's perspective... it's incredibly obnoxious when you have to figure this out every time said perspective changes, and i really dont enjoy when i walk into walls so continuously that im forced to assume the controls are literally just changing randomly... a feeling of helplessness is important in horror games, but this really misses the point. all im getting from this gameplay is frustration despite really enjoying the art and concept

pLaw responds:

Yeah, I know, the controls suck.
Point is, it's really difficult with fixed camera angles. Either, you go with the awkward tank controls which behave the same from each angle or you go with direct camera-relative controls which you have to switch each time you change the view because else the player would leave the screen he just entered immediately.
I'm not trying to make excuses. I learnd a lot from failing on these controls.

i dont think the pliers were the correct tool for attaching a wheel to a bicycle. it's cool to make your game surreal and i think its pretty well done, but it's important for the puzzles to make sense.
was that a rag that i picked up with the model ship? it didnt really make a lot of sense, and you could have let the player look more closely at the tub so we could see that the water was running down the drain. i assumed it was a glitch until i tried using the rag or whatever that was. you might want to think about replacing the rag with a cork, or something that is more recognizable
also there should probably be some music, even if it was just a really simple loop to add ambiance.

edifede responds:

Thank you for the feedback MLScherbatov!

pretty nice. i think it could use some more complex puzzles if you plan on making a sequel, because if the white stone makes things into stone then you could really do some interesting stuff (maybe add another that brings stone to life)
good work

cobcris responds:

AWESOME IDEA awesome

controls are ok, but its nearly impossible to land on the eggs, so i think you need to widen the hitbox.
tbh the character is kind of offputting... you should think about making a new avatar or w/e no offense
the second jump was really frustrating until i realized i can only double jump on the way up, not if im already falling. the wall jump and all of the jumping in general is highly unresponsive and jumps that should have been easy took a dozen tries to complete at times. i appreciate that it takes effort to create a game from scratch, but this definitely needs a little bit more work. i'd like to see a sequel or an updated version in the future

ScradSleep responds:

Cheers mate, yeah i am looking at doing 3 more chapters of the game to be increasingly harder. maybe i might update the version to change the double jump or a quick how too dbl jump tutorial to notify the player about the rising to double jump. you can also move the character in the air while your jumping this may make the eggs easier to squish. thanks for your time on the review :)

PS. where there any problems with the gun it seems to be quite buggy and temperamental when i bug test, sometimes it shoots some times it doesn't. and i don't change anything that would effect it

add a mute button and a music button - making the player choose at the start of the game is a bit much when we havent had a chance to see if we like the music (and tbh it came on way too strong - think about maybe adding some slower more ominous music like what they have in pandemic, for instance, then building up to more intense music when the game gets a little more momentum)
for some reason the game glitched out and kept popping back to the first screen where u roll for ur vehicle, weapons, etc
some of this stuff is rly funny, tho. socks with sandals are my jam
i get that a lot of people are into idle games nowadays (which i dont relate to but its fine w/e), but i feel like this could have a little more interaction involved. maybe a few decisions as to what region you head out towards or whether u want to hole up in ur shelter, etc.... maybe u could choose to accept or leave followers, weapons, etc.
basically i want this to be oregon trail and it's not oregon trail and i tried to download oregon trail but its not compatible with win8 and i cant find a good emulator and im really upset ok i just need a minute to clear my mind

Blobzone responds:

Hey, how dare you!

No, just kidding. Well yes, the music could have been darker/slower, but i think the track is pretty good. Alternatively you can mute it and open something more suitable ;)

Ok, it can happen that the game glitches sometimes, although i didnt experience anything like that.

Considering the part about active gameplay elements i totally agree with you. The game lacks any kind of interactivity, but actually that is kind of what i aimed for. It is a pure idle game, if you want to see it that way.

But the ideas you bring up actually sound kind of nice.

Thanks for the rating and comment though.

Cheers!

i second everything tom said, but with the addendum that i had some issues picking the enemies up. if i dashed into them while i was on a platform, they would land up there and i'd fall to the ground generally, but by the time i got back up, i couldn't grab them so they just kinda sat there on the ground. this was kinda frustrating because after a few attempts, they'd stand up and kill me instead, and the levels really arent big enough to perform a dash without falling most of the time.
i kind of understand why you'd want to force the player to catch the enemies, but it doesn't really make much sense when you cant control yourself after a dash. IMO you'd be better off either stopping the dash when the player makes contact with an enemy, or allowing the player to pick the enemies up after they're stunned.

castpixel responds:

Understood. I'm trying to explore a Rocket Slime mechanic. Have you played it? It's very charming.

The reason you can't catch the dinos is they need to be falling or at most on their second bounce off the floor. Once they're on the floor and immobile, they're harmless (until they get up, which I need to animate btw) and you need to try again. They used to get up right after landing, but playtesters thought it's too unfair, and that they ought to stay confused for longer. So now there's a long pause until the dinos get up. Their internal "frozen" value works by the way, if you try to freeze them while unconscious. Which means there's a bug, because ice doesn't form around them until they're upright. Gah :)

I need to tweak the main mechanic so it's clear, you can't pick dinos off the ground, and I don't want you to be able to. But it needs to feel good dashing into them and trying to catch them afterwards. Probably more bouncy dinos, does that make sense?

Here's a post-mortem that outlines what I'm aiming for http://ludumdare.com/compo/2015/04/22/461035/

Thank you for the detailed feedback!

the sound glitched out upon completing the 2nd level. it played the noise like a trillion times in 2 seconds and it was rly fking loud lol ...
u should just play the next level automatically instead of making the player select it each time
the direction u face effecting the environment was a cool idea but it needs to be implemented more smoothly. it gets too hard too fast and i just dont think the controls arent quite perfect enough for such a steep learning curve
with a little work this could be a really great game, tho. i think you're onto something

prasannakkcse responds:

Hi, Thank you for your feedback! I have now made the level transition automatic.

im sick and tired of platformers where you're forced to move at a crawl.... come on. did you play test this? for what possible reason would the player want to walk so slowly? the animation is cute and all but when you combine the pitifully weak jump with the snail's pace im inevitably going to lose interest pretty quickly.

Joelyoly responds:

I did play test it, and I found that the wolf moves faster than any other character, in addition to the Druid having a sprint button. For the sake of realism I made everything else slower, which therefore gives you a reason to use those faster options. If the base speed was drastically higher, players wouldn't be able to see the threats ahead until it was too late. You may also notice that there's a shop to purchase items to jump higher and run faster. Isn't that convenient?

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