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Ralix

460 Game Reviews

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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

I think it's a great game. A very interesting idea, very well executed. I love all the little details like tilting the screen, freezing time when you break a wall, recolouring the player when you're fast enough etc. A lot of simple things like these together make the game more enjoyable.

I'm not sure if it's currently possible to return to the menu during the game (e.g. to switch from Hard Mode to regular mode). There's just the pause.
You could also add NG medals or global scoreboards to attract more players and keep them engaged for longer: https://www.newgrounds.io/
Also, you probably intended the Hard Mode to reset your score upon death (hence the "0") but collecting any coin afterwards restores your score to the previous value. Therefore people who suck at the game and die often will be able to get a much higher score than those who complete it on their first attempt. And for this reason, perhaps your total time should also be factored in your final score, otherwise everybody who collects all the coins will have the same exact score.

Prox276 responds:

Done! You can now change the Mode in the Pause Menu!

I have already added Medals in previous games but thanks for linking me to
newgrounds.io, I'm definitely going to take a look at it! :)

It's a great game, and I look forward to seeing the rest. I agree with the others – genuinely well-made, and it's nice to see a horror game which doesn't use cheap tactics like jumpscares which have just the immediate effect, but throw all the built-up tension and scary atmosphere down the drain.

'Z' is also an awkward key for the reason that it's placed in physically different positions depending on your region/language, too (English: ZXC…, Central Europe: swapped with Y, French: AZERTY). Just use Enter for inventory and Spacebar for interaction, unless you plan to do something more important with those keys.

Also, I'd try getting someone to proof-read the script, I noticed several typos (e.g. "adress" instead of "address", "quite" instead of "quiet" in your description here). Inconsistent letter capitalisation sometimes. And check how many times you used the word "gross", I saw it in descriptions so often that it started to become quite noticeable.

Well done with your first game!

I'll write notes as I play, with some additional info, since you say you're a beginner.

Screen:
– You set the Newgrounds resolution in the project system way too large. To make it fit your game, I think you need to set it to 960×638 (600 height of the game, 38 Unity footer).

Menu, How to Play:
– In the fullscreen mode, it works fine, but the UI alignment and position is all wrong in regular resolution (I only see half of the screen). Check the Canvas anchors, assign them appropriately (e.g. the title to "Top", Back button to "Bottom Left" etc.). Also check the Canvas Scaler component (your elements should scale with the screen size). Then try to set the 960×600 resolution in Game View to see if it worked.
– Consistent capitalisation of letters…?

The Game:
Wow. Wow! This is amazing for a first game. It's a simple idea, really, but the little details you added make it all the more enjoyable. All the great particle effects, sounds and music help you avoid becoming bored quickly; but most importantly, you gradually introduce new kinds of enemies, so the players are hooked to see what's coming next. Shooting through several dots at once is also a nice effect.
Still, some things:
– The player spins around their geometrical center (i.e. including the cannon); but it'd look better if it spun around the center of the white dot alone. If it's a single sprite, moving its pivot could be enough (re-parent the transforms otherwise).
– Every text on screen has a different size, different font decoration and all of them are probably too large. Personally, I wouldn't let the "Score" occupy so much of the screen and move it under the highscore. And not use a number to represent the health (white dot icons instead). But this a matter of opinion and either approach is fine, even though it's at least recommended to stay consistent with the fonts.
– There's no temporary invincibility, so when you're surrounded by enemies when the game starts getting overwhelming, they're quite able to eat 3-4 health at once just because they all crash into you at the roughly same time.
If you'd like to change this, you could either add temporary invincibility, or (for example) lower the default max health, but create a small shockwave which destroys enemies in the immediate vicinity when hit to compensate.
But it's your game, you decide how (and if!) it's best to deal with it.
– The last new enemy I saw was the blue, fast one; so there are probably some I missed, but I thought it would be nice to include an enemy which doesn't approach you along a straight line which would make them harder to shoot. For example,
Curvy line: https://answers.unity.com/questions/363810/how-to-move-an-enemy-on-a-curvy-line.html
Spiral (equation): https://gamedev.stackexchange.com/questions/16745/moving-a-particle-around-an-archimedean-spiral-at-a-constant-speed

But overall, it's a good game; really well-made for a first-timer. Good luck with your second one!

KarsonPilon responds:

I'm glad you enjoyed it!

Thanks for your feedback, I will take your ideas into consideration and will try to constantly make improvements!

EDIT: I have made some changes and the resolution should be fixed! Also added invincibility for a short duration.

Age 31, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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