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Ralix

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Great idea, although it's not very much right now.
At first, I didn't know how to zap because it doesn't work very well long-distance, but once the robots get closer, it looks cool.
There's little point of giving you constructive criticism right now, since everything is probably going to change, but well…
– I'd pick better ambient music than a six-second loop – it works initially, but gets annoying quite quickly.
– The game window is quite small; consider adding a fullscreen mode without the IndexedDB part at the bottom.
– I'm not sure if the zap ability works on multiple robots at once; perhaps it should.
– What about jumping? There's a lot of obstacles which would help you slow down the enemies if you could jump over them
– You can fall off the world boundaries, but who cares at this point of development…

I think this would make a really great horror game, especially if the environment was darker and you didn't get the zap ability until later. At one point, I was cornered by the robots and even though they didn't harm me, I was completely unable to move until I blasted my way to freedom. Imagining that, in the dark, with creepier robots; running through a maze of dimly lit corridors, until you reach a large room where you're completely surrounded, panic and learn to zap through – I'd personally consider it far more interesting (and with a story-telling potential) than if it was a simple shooter about zapping hostile robots until they get close and kill you.

Good luck!

Trell13 responds:

Thanks for the ideas. That does sound cool. I'll probably do just that.

Is there any content so far besides the initial corridor? I tried to run in all directions but the "mist" is faster (presumably because sprinting doesn't work). If you're supposed to do something once you reach a dead end, I didn't figure it out (or didn't have the time). Your walking speed is a bit slow either way.
I didn't encounter any interactable objects. For a first time player, having ~3 seconds to *guess* what you're supposed to be doing, after which you get killed and have to replay the game is quite difficult.

A fullscreen mode would be nice and as JeffreyDriver said, 1.5GB is quite a lot, especially since a single corridor is all I can see. Heck, the demo you linked on the forums last week had a third of that; 522 MB.

Trell13 responds:

There's a couple rooms you can enter but without the sprint system the game is broken. I dont know how to lower the file size any lower but I can try. There are switches that you have to hit in different areas to unlock an exit. I'll have to test it more.

Good game. I don't mind the difficulty, because if it was a lot harder, returning all the way to the beginning if you get killed would annoy me. (But I suppose if it came to that, there will be a couple of checkpoints along the way).
It's a pity the only hazard in the entire game are the flames. It gets repetitive over time. I thought there will be a new enemy introduced later, or Satan will make a reappearance as the final boss.

I like it.
A simple game, but full of features and every single level was different. There's not really a difficulty curve or increasing challenge, though, and once introduced, most unusual block types / moving objects never make an appearance again. So it could use a couple more levels, making sure the final one is the most challenging.
As for minor things, the left/right moving platform was a bit hard to get onto, and you probably should use transparent background for the "WASD" picture on the title screen.

It's fine, but I think the choice of words is sometimes quite odd ("dialoguesystem", "teamexplorer", "monobehavious") and they have a good chance of repeating themselves.
I also don't think it should be case sensitive (at first I thought the game is broken).

But I like the idea of jumping; it's more clever than just typing with a timer alone. Perhaps if you type your word really fast, you could jump higher/further. I'd also show how many steps remain to the top, otherwise, you don't know until the last moment.

hoanglong12 responds:

Thanks!!! I'm really appreciate!! :D !!! You really give me some feedbacks for my game

It's starting to become pretty good. I remember your Golem platformer and I'm really pleased to see all the improvements.
A death message instead of just popping you back to the start instantly, an enemy, moving platforms, being able to jump through the bottom of a platform, animated main character, less messy art style, hearts and temporary invisibility… really, I look forward to your games a year from now because they're going to be great.

As for some drawbacks:
– there are still no sounds
– no point of 'Exit' button if it doesn't lead anywhere
– when you go left, your sprite should probably flip to face left
– I couldn't find the key to complete the level
– the enemy isn't animated
– the door has a small dark rim around it
– still quite short
– the problems with the page scrolling can be solved either by changing movement keys to WASD, or blocking arrow key events in the index file, as described here:
https://www.newgrounds.com/wiki/developer-resources/unity3d-webgl-support#wiki_toc_6

As for the art asset you used – you didn't 'steal' them, you used free assets perfectly legitimately. Crediting the source in Author's Comments would probably prevent some accusations, but since attribution wasn't mandatory in the license, you didn't have to.

---
P.S.: For crying out loud – yes, the assets aren't the author's creation, but that's not the requirement to upload a game, is it? It seems to be the Autumn Game + Reaper Man sprites from https://craftpix.net/freebies/ which are both freely available and can be used even for commercial purposes without attribution.

There are only three options, currently, also there's no way to come back to the selection after picking "shoot" or "i like trains" (or it takes forever).

Also the fun of the original asdf was in how random and unpredictable it was, so selecting an option which plays out exactly as you would expect isn't all that enjoyable.
And since the train animation loops for a long while; then the sound should probably loop as well.

JeremyGonzalez responds:

Yes im fixing a lot of that in version 2.0 and about the looping thing. I did try to make it loop but it aounded very annoying and just bothering also i am fixing the shooting thing as we speak but am having a few coding problems

I was about to give this a higher rating, but just when it starts getting more interesting, you end it right in the middle of a tense scene.

There are also some smaller problems… e.g. the text goes beyond the borders of the screen ("E to kick ball"), Papyrus isn't really great font for entire sentences, typos (its/it's, khow/know, lasy/lazy, dont/don't…) and the movement is pretty wonky.

On the other hand, I like the drawings and the scenes, the funny faces – it has potential.
Especially the last scene in the dark forest is very good; I love how your eyes get shifty as you walk. Also well-chosen music.
All the more reason why the abrupt 'The end' feels like it comes out of nowhere.

It this was a movie (and it is an interactive movie, really), you could sum it up as:
"An adult guy gets scared of a dog because he saw a scary dog as a child."
There's no underlying message and no proper ending.

Nope, sorry, doesn't work again.

Is that Unity WebPlayer plugin? That won't work (it has been unsupported for years).
If it *is* a Unity game, export it as WebGL, which will work.

However, from the source code I see you're embedding "my-first-game.py" written in Pygame which almost certainly won't work through Unity. But I can play it if I download it, though.
A simple snake game, although the movement is too slow and it's harder to change directions.

To embed a pygame game here, you'd need to build/export it in a HTML5 compatible format which is going to be a hassle, but seems possible (Pyjsdl):
https://gatc.ca/projects/pyjsdl/

Or you can use Repl.it to emulate Python online:
https://repl.it/languages/pygame
If you then put the "share/Embed" link inside a index.html file. This approach does seem to be working but looks ugly as hell because the rest of the Repl.it editor will be embedded as well.

If you can get Pyjsdl working, it should be technically possible to upload it here, too; but if you want to focus on web games, I'd really suggest using a proper framework/engine which supports HTML5 directly instead:
https://www.newgrounds.com/wiki/creator-resources/game-dev-resources#wiki_toc_1
Especially if you've only just begun.

Phaser or GDevelop are both pretty simple; on the other hand, Godot has more possibilities and you can use GDScript which has a very similar syntax to Python:
https://docs.godotengine.org/en/3.1/getting_started/scripting/gdscript/gdscript_basics.html

Third time's a charm, eh? :)
Good luck.

animaes responds:

Thank u so so much really I was trying to do something for ages and u helped me so much really

Age 30, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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