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Ralix

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Well, I know this game is pretty simple to make in Unity but the gameplay is okay. I didn't get to the end – is there even an end, or does the track simply end after the "U-shaped" ramp?
When the ball falls, I think you just move it back to the starting position instead of restarting the level because you retain your speed. But it doesn't cause a problem; if anything it helps you because you are already fast enough to make the necessary jumps.

Although because of the camera angle, you never know what's coming because you don't see it until the very last moment. A newcomer to your game will, therefore, have a careful approach, until they find out you need to roll really fast to make the jumps.

And also even though the camera can be rotated, the "forward" direction of the ball never changes which means it could just as well be a fixed view. It works in this game because you only ever have to roll forward, but if this was a maze or there were more directions to go, it would be really annoying (i.e. try to move the ball with the camera rotated by 180°).

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Edit:
The game was updated and most of these aren't a problem anymore (I increased the rating). It's still pretty short and ends abruptly, but at least there's a sign explaining it now.

It could use different kinds of obstacles. Now it mostly focuses on speed and there's just one kind of surface – there could be something like "speed up/slow down" ground, "trampoline" ground which makes you jump up automatically, "lava" which you must avoid, etc. Just something which makes the gameplay a little more varied.

Sorry. Uncaught exception whenever I try to start the game, and since you disabled exceptions in build (resp. they're disabled by default), it doesn't say anything more specific.
Does the game work for you? If not, do you want to upload it again?

I can't say anything about the game now, but as for the menu:
– Quit button is pointless in a WebGL game
– The music is pretty loud until you lower the music volume

But judging from the screenshots shown on Steam, the game looks gorgeous.

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Edit: The game was updated and works now.

zephyo responds:

Yea it works for me across browsers and devices, that's weird! Can you let me know your browser? Also I enabled exceptions now

It's so great to see you try new things – and the game turned out more than fine!
I hope you liked working with Unity and we'll see more of your games made with it in the future (especially since Flash ends in 2020 :) ).

I dig the little details like items moving to your inventory when you collect them, the interactive rotating cube, or the animated menu. You could also make the "orange levers" animated, too, so they would move gradually, instead of just shifting to position.

One thing I'd suggest about 3D adventure games, though – add a way to highlight interactive items. There's a lot of detail in the background and literally anything could be interactive (doors, windows, posters, mailboxes, plants, cocktails…). Add an outline ("outline diffuse shader") on mouse hover, show its name in the text box, change the mouse cursor to "hand" (Cursor.SetCursor)… anything.
But it's not fun to have to click on everything in a scene. I've said it about your "asylum" games before and there, the objects usually seem out of place somehow (different perspective, size, lighting)… here everything looks like it fits in the scene and the collectable/interactive items just don't stand out.

The text is a bit blurry. Perhaps it's because it's resized, perhaps there's a wrong filter used. Would this help?
https://youtu.be/ccYJOT7bUUY
Or try TextMesh Pro which renders the text in a better way and allows you to use more complex text effects:
https://assetstore.unity.com/packages/essentials/beta-projects/textmesh-pro-84126

Also, I'd try antialiasing to see if it improves graphics. For example, the policeman has jagged edges which don't look too good when he's moving. Post-processing effects can also help you improve the overall feel – if you wanted more vibrant colours, for example.
https://youtu.be/IkRMMcPBFsc
https://github.com/Unity-Technologies/PostProcessing/wiki

I'd fiddle with the shadows settings in Graphics and on your lights, because now some objects look like they're floating – see the postbox. The shadows should start where the objects touch the ground.
https://gamedev.stackexchange.com/questions/83596/why-are-shadows-not-snapping-to-the-objects
Ambient Occlusion effect might also give the scene a more "natural" feel.

And finally, it's absolutely possible to add medals and scoreboard to Unity games… I've done it a couple of times before. You need to enable the new API in Project System and then continue from here:
https://bitbucket.org/newgrounds/newgrounds.io-for-unity-c/
There's a working example for unlocking medals on the page. There's no scoreboard example, but it's very similar to that.

I wrote more than I thought I would, I hope it was helpful. :)
Good luck with your future games! I'd love to see a low-poly asylum game at some point. :)

selfdefiant responds:

Wow, thanks for all of that! I will definitely be following your advice. Many, many thanks!

I fully understand it's a joke. Is it a good joke, though?
It takes *ages* to see the final result and until then, all you can really watch is the animation of two ducks and a black text partly on black background. And if you really wait to see the result, it just says "YES", nothing special. Just because something is a joke or a parody, doesn't mean it's automatically excused from all criticism.
See Pico's School 2 or Riddle School 4 as examples of short, obvious joke games which are well-made nevertheless.

Actually pretty good!
The ‘action flow’ is enjoyable – a lot of enemies which are easy but satisfying to kill – but they also jump and drop from the top of the screen, so you have to be somewhat wary of your surroundings as well. The slow-mo death sequence is pretty neat, too.
The pixel art is fine, although the black outline is inconsistent – sometimes it's used, sometimes it isn't. The texts also look a bit blurry.
But checkpoints should preferably be in a safe zone, not "0.5s after a respawn to react"-zone.

Weird game… but that's probably what makes it more appealing.
I like that there are multiple endings for every step of the process, although neither is terribly surprising… but I wish there was a command like "Wait" which would discard the remaining time and let us see the ending straight away.
Thanks for the to-do list, because I would be completely lost without it. The commands are rightfully quite bizarre, and before I noticed the list, I had been trying commands like "walk left", "lie down", "use coffee", "help" which of course didn't work. I'd mention the to-do list in the in-game instructions though.

I think the in-game text seems a bit too stretched horizontally. And the input field absolutely should auto-focus because it's a bit annoying, having to click on it every time even though you normally don't need to use the mouse.
https://docs.unity3d.com/ScriptReference/UI.InputField.ActivateInputField.html

The tragedy and the true horror of this game is that I now know the process of self-administering an enema and I actually looked it up to see if you got it right. Btw, is it a "nosel" or a "nozzle"? :)

Edit – Great, I bumped the rating up. The title screen still has a typo though ("Perfiorm"). :)

Booanimation responds:

Thanks for the Rallyx I really appreciate the feedback! Just finished working on your suggested edits the input field is now on autofocus and fixed the text as well as adding the additional instruction. :)

It's a good idea, but the more you depixelize, the harder it becomes, because you must hover over the precise pixels. Something like "depixelize brush" with a small radius around your cursor might work better.
The problem with entering descriptions is that even if you know the right answer, the game might not accept it if you don't accept alternatives. Is it "cards" or "deck" or…? I don't know, actually, because at that round the input field froze and I was unable to type anything.

Age 30, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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