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Ralix

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Well, it's good. A fine concept with appropriately chosen music and sound effects. I really like that there are multiple environments (grass, snow…) but I don't think there's a gameplay difference between them which is a pity. I like snow the most because it's the most well-lit area. In the other, the ground isn't even visible without your flashlight.

Let's get the bugs out of the way first:
– Enemies don't harm you AT ALL. Therefore it's impossible to lose and while writing this, I'm getting surrounded by a *horde* of enemies. To your credit, they push you all over the place, but not once did I fall out of the boundaries of the world, so the game still keeps going.
– Pause doesn't actually pause the game, it just shows the menu. Did you mean to set Time.timeScale to zero or something?

As for improvements:
– I think it's too dark. Nothing should be that much shrouded in darkness, everything should be lit at least to a certain amount. Especially the player character, not just the light cone in front of him.
– There should be some sort of visual response from killing a zombie – e.g. popping up. Now it seems it just stops – but when there are many zombies onscreen, you wouldn't even notice you shot a zombie if it wasn't for the increasing counter
– You probably should be able to reach the edge of the world "plane". There could be an environmental barrier just like it is in the middle between different areas.

Suggestions:
– Give us a reason to explore, such as items appearing somewhere on the map. E.g. temporary powerups (increased damage, wider shot), health replenishment.
– Different kinds of enemies appearing over time.

It's fine, but nothing special.
The monkey is just shot in the direction of his head. I don't particularly think it needs an arrow, you don't need to be very accurate, just to go in the general direction. The aiming system is fine.

However, I do think there should be a maximal time limit between shots. Currently, you have all the time you need which isn't very challenging. Perhaps the screen should simply scroll down with a constant speed (or gradually increasing speed) rather than waiting for you to move.
But most importantly, since this is an endless game, it needs more variety. Collecting just bananas becomes boring quite soon (score 20 for me). What about some powerups, fruit which is worth more, obstacles you have to avoid, etc.?
Also as @NeonSpider already said, none of the medals work.

MixonTech responds:

Thanks for feedback, the game will continue to develop. We consider your ideas.

Pretty well-made puzzle game, even with several different modes unlocked after you finish the main game.

Many levels were more about fast and accurate clicking rather than solving a puzzle, though.
Perhaps you could add a medal unlocked when you complete the game, too. It'd be a good metric also for you to see how many people started – and how many of that finished your game.

Oh, by the way, you ought to also write *yourself* in the Credits section, not just the music tracks used. :)

You know, you didn't *have* to release a game you don't believe in just because of a game jam's deadline. Especially since half of the game consists of: "Make a Wick game" – "Uhh, I don't want to…"
But… there are multiple outcomes with several mildly amusing lines, so if I was generous, it could be called "a point-and-click adventure with branching narrative" – but not something I would recommend others to play, or in fact even remember next week.
Interestingly, the most hard-to-get ending is also the worst one because you get neither cheese nor a polymorphing hat. Yeah, and it's a pity that there's no restart button.

davidpuralocura responds:

you are right i didn't have to
but it has happened soo many times that i make something and don't post it anywhere
i think its funny talking on not making a game while it is one
i appreciate that you got all the endings and you are right that the hardest is the less rewarding
one, i guess next time i will have to look more into it
and you are right that i did not make a restart button(will try and and one)
thank you for the review
Edit:I added a restart button and a better ending for the people that get the hard to get ending

A fine puzzle game, a pity there's only a few levels.

I think having so much open space to move outside of the central board makes the game massively easier because it allows you to fill a small chunk of the board, leave, move around freely and fill in another small chunk elsewhere. You need some empty space, but having less of it – or some inside the central board (i.e. only a part of the centre is filled with red buttons, the rest is empty) – would make you plan your moves more carefully and make the game more challenging overall. I completed the game mostly with trial & error strategy.

likliklik0 responds:

Thanks for the feedback! I'll try to use this to improve my future games!

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.

Age 31, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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