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Ralix

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Well, it's very, very difficult; especially in later levels when touching spikes sends you all the way back, losing your progress so far. It has everything you could expect from this kind of game, including three bonus levels on top of it. All that's missing is a guy stuck in a cauldron. :)

It's generally fine, although the controls can be a bit unresponsive (changing direction doesn't turn you immediately, but only at the end of a "cycle"), which makes going diagonally ↑→ pretty hard.
You can also crash into yourself by going backwards (e.g. pressing left while going right). That shouldn't happen; the opposite direction should simply be blocked.

PinkHedgehog responds:

Those are some fair points. I implemented so it's no longer possible to go backwards (and commit suicide).

Looking into making the game more responsive might be a bit of a larger procedure, and any potential update on that front might be a quite a while in the future.

Edit: The game was updated and works now.

Actually, contrary to what I expected, it's not half bad!

If I forget the graphics which are pretty underwhelming, it's a quite diverse game with many varied sequences and surprising twists. I mean, if you revamped the graphics, even with some freely available art if needed (e.g. Kenney assets, people on OpenGameArt.org…), it could considerably improve the quality. Now there's a lot of "plain colour" rectangles and overlapping tiles creating stairs – it's simply a bit messy.

Another thing you might want to reconsider is the first few moments of the game. You have one shot at a first impression, and you choose to waste it on pretending the game doesn't work. And it takes quite a long time until the game tells you otherwise.
The problem with this is that a newcomer might just take it at face value and close the game. You also can't move forward until you click on the "1 player" text, which is counter-intuitive. I just thought the game *is* broken because the player seemed stuck.
Since "1 player" is the only option and the first scene might put players off your game before it even starts, I'd remove it.
Imagine a really cool movie starting with a minute-long shot with a plain white screen. No audio. People would look around nervously, tell the cinema manager it's broken. Then the movie would say, “Oh, the movie broke. Let me fix it.” – and then it would start. No, such a scene would end on the cutting room floor almost instantly.
You can mess with the players for sure, but the players have to know it's intentional all the way through… which is not the case here. And doing this when the players aren't even invested in the game yet is the worst possible time.

The rest of the game is pretty good. You probably should be able to close the shop window by clicking on the shop icon again (not just via Escape). While we're at it, dark blue text on a dark green background isn't exactly easily readable. The jumping physics was sometimes weird, which was most noticeable when climbing "stairs" during the bridge sequence – you bounce a lot. And the spaceship boss probably has too much health – he's not hard (he shoots the same pattern of easily-avoidable missiles at regular intervals), but he takes a long time to destroy.

It's a flawed little gem. I was honestly surprised at the amount of content and various levels this game throws at you, but for plenty of reasons, it's far from perfect in its current state.

august000 responds:

I have never had such a good comment THANK YOU
I thought the same thing about the beginning of the game but I forgot
The ship at the end I do not know if to bring it to life or leave it
The character I did
I made the earth
I made the music of the beginning
and other sprites I did that's why they are so bad but I did not want to grab a google sprite as the character's sprite


If you see any spelling mistake, tell me why English is not my
language i speak spanish and all this is translated from the google translator until the game dialogues were translated into english



Thx Rallyx
Edit 2:The mouse shop character did my sister because she wanted to put some character

As @ermac98 mentioned, you shouldn't really show this project to anyone in this stage yet. The drawing you posted on your page is frankly much better if you want something to show to people.
Some notes this game – apart from not being finished, and from using placeholder art:
– The regular movement is too slow, running is almost too fast. I'd pick an average between these two and stick with it, otherwise, people will just hold Ctrl for the duration of the game
– Why does the dragon have to turn to face you whenever you stop? Wouldn't it be better if he kept looking in the direction he was going?
– No animation when sending a fireball.
– Fireball trajectory looks a bit too unpredictable and also goes in the same direction no matter what – even if you're walking left.
– Falling doesn't restart the game.

And so on. There's not much else to work it at the current stage.

Ughh…
The game honestly started pretty well, has neat art and I thought it was going to be good, but the ending is VERY frustrating.

For starters, you can't collect the coins, only food items. And there's no music or sounds.
I was also going to say the pendulum perhaps damages you too little (a big metal ball hits you in the face and consumes only like a fourth or fifth of your life) – likewise the spikes, but you're going to need all the health you've got left for the ending.

Near the end, it drops a hint in Russian – therefore indecipherable for all but a small minority of players – about falling platforms. It would still be alright because you could figure it out by experimenting – but the platforms fall instantly, not giving you a chance to react; and they also look just like regular platforms. If you fall through, you land on a bed of spikes. It doesn't kill you instantly, making it look like you could still jump out or move away, but you can't. It just very quickly drains all your health.
And if you memorize the right way across the bridge, you'll meet a "green blob" enemy which can likewise kill you almost instantly. It will also follow you and even jump to get you (before it gets stuck at the last crate or killed by the guard if you lure it out). Impressive AI, but you don't expect it and therefore after you finish a frustrating trial-and-error bridge, you'll get killed by a green blob.

Now it probably should be mentioned that even though death is common and almost inevitable, at least a couple of times, there's no checkpoint (!) and the game doesn't even restart when you die (!!!), forcing you to reload the page to try again.
I "finished" the game after roughly ten times because I wanted to see if the ending is worth it… well, the ending is ‘Walk to the edge of the screen and fall off’. Isn't that nice.

Honestly, it could be a good game. It has different mechanics, is quite fun at the beginning, but the unreasonable last part (with very unsatisfying ending on top of that) tarnishes the whole experience. Add checkpoints, invincibility frames if you want but most definitely *restarting the game* and an *ending screen*.

It's a well-made game with a great concept, congratulations!

In my opinion, I passed through all the levels with relative ease; I don't think there was anything which would be truly challenging or which needs more than two or three tries. You can slow down any number of moving objects indefinitely with a barrage of spells with fast fire-rate and turn very slow hovering in the air on/off as many times as you like, so you always have plenty of options to make the level easier or to fix your mistakes even mid-air.
Perhaps there should be areas which don't allow using your abilities (or moving objects unaffected by them) or some limits on your abilities. Not to make the game very difficult, just to up the challenge a bit.

It would also be interesting to see a greater variety of puzzles. What you have currently is fine, it's just that similar "tricks" and mechanics are repeated very often, well after you proved you know how to do them ("open door, slow it down, run through", "slowing human on a button" etc.). Syncing the blades in the last level was a good idea, perhaps you could do something similar for example to choose the order in which buttons are pressed by slowly falling weights (so you could run through a series of doors), propel yourself with a conveyor belt (which you have to walk across while it's slow) or something else which makes you use your abilities in a new, previously unseen way.

But those are just tips for improvement. The game already is very good as it is. :)

AlienPlay responds:

Cool! Thanks for the ideas! :D

It's a good game. It's procedurally generated, so there's a lot of replay value, although the downside is that there's no desire to get as far as possible (other than beating your high score). Unless I'm mistaken, there are no new mechanics introduced the further you progress (e.g. a new type of enemy once you pass the "100" mark).
And since you seem to like arcades, consider adding a scoreboard to your games – it's much more compelling to attempt to beat other player's score than just your own.
http://www.newgrounds.io/get-started/

About the choppy movement mentioned by another reviewer – I agree. It feels slow and isn't fluent at all. Just trying to get up takes forever and falling back down isn't super fast either; luckily you move on your own, so you can take the time you need. Check this gif to see the problem:
https://www.newgrounds.com/dump/item/0aa17df2130651390207672fb22834c1
The problem with "zip through" ability stems from the fact that you can't always clearly tell where you're going to end and sometimes you just needed to stop a little bit further (or earlier).

The movement problem could be, in my opinion, improved by making you simply move UP if you hold the spacebar and fall down (with a slightly larger gravity) when you don't.
And the zip ability could use a (barely visible) guide (a dot, a cross…) marking the place where you'd land if you used it.

Age 30, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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