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Ralix

433 Game Reviews

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Good for a prototype. I like that it's displayed as if it was a TV screen, the graphics are also all right. Shooting and damaging enemies work perfectly.

Nevertheless, what's the goal of the game? Currently, you can't lose (no matter how many enemies slip past you) and you also can't win (i.e. by defeating several waves of enemies).
If it's supposed to be an endless game, you ought to display the current score and the game should get gradually harder.
If it's supposed to be a game with different levels (based on the information about "Location"), you should show "remaining: 20" or "Wave: 3/7" or something like that, and then move to the next location.
Currently, the enemies also get stuck at the edges of the screen if you let a lot of them pass through you.

In both cases, I think the enemies should take fewer hits to kill and there should be more of them. And different kinds (e.g. tougher ones requiring more hints, enemies which switch places when shot etc.).
As for the main character, he doesn't appear as if he really is in the sewer – he casts no shadow on the sewer walls and moves along a circle even though the sewer is a 16-sided prism. Another game mechanics might be to make the water slow you down slightly, so you'd have to decide whether to go through it or rather cycle around. And the enemies also always overlap you even though they should be in front of you at some point, which makes you look flat.

There are also no sounds nor music.

Overall, it's a very good prototype – but as a full game, it's incomplete.

Good idea. I got the message without reading the explanation, but it took a few minutes because I was looking for some sort of "secret ending".
I think the execution could better – the Wait button should be always at the same position on the screen for convenience, but you could add fade-to-black transitions for even more waiting. Also, the button gets focused if you click on it and afterwards you can just hold enter to cycle between the texts super fast – which probably isn't what you want.

janosbiroleite responds:

Thanks.

It's fine… but starts being repetitive pretty quickly. I could keep going for a long time, but soon enough it starts getting boring. No new elements get introduced and it doesn't get progressively harder.

Because you can only skip between platforms in one direction and the skipping is fairly slow, you also can't reliably collect every gem which appears on the screen even if you try.
Additionally, the score count is too small and harder to read, and the YouTube link in the menu points to the wrong game. But you'd frankly leave a better impression by uploading *that* game here.

tiago018 responds:

obrigado vou melhorar

It's a playable space invaders game, nothing terrible, nothing great.
The problem is that there's not a lot of going on – it's just ‘shoot everything’. Even the original Space Invaders had more content: barricades, different kinds of enemies, increasing speed and UFOs for bonus points:
https://youtu.be/UZlEXl9xgR8
Because your game plays out more or less the same every time, it will get boring after two or three rounds.

Interestingly enough, even a victory results in a Game Over screen with 500 points – another reason why the game doesn't have much replay value. There's no ‘beating your high score’, just ‘get 500 points again’. You should probably restart the game but keep the accumulated points to see how far can people go without dying.
A restart button on the ending screen would be welcome, too.

Also, whenever you shoot, the enemies do as well – I don't know if it's supposed to be a feature or if it's a bug. The player is surprisingly fast and the shots have no cooldown, so the best tactic I found is to constantly move left and right and keep shooting in order to avoid enemy attacks which probably isn't what you intended.

Overall, it's an okay game, just not interesting enough.

It's a very basic snake game.
I guess it's alright if you're a beginner but there's not much to talk about. The one single gameplay mechanic works and the speed is chosen well. Minimalistic art style suits the game well.

As for tips for improvement:
– The resolution is too big, so it would take quite long to fill the screen up. I'd make the snake and the dots at least twice as big.
– There are no walls, which gives you the impression that you can leave the screen and reenter at the opposite end, but instead, you crash. On top of that, it's hard to tell where the edges of the screen are because Newgrounds has a very similar background. I'd add a wall around.
– The eating sound should ideally be a single *chomp*, not two at once which might be slightly confusing.
– There's no score, so you don't know how well you're doing.
– Please don't use alerts for anything related to the game. If nothing else, they're annoying and after a while, browsers will start blocking them.

Quite enjoyable game, but not without problems.
I like the style – nice art, catchy music, the sounds are okay. It's an action game rather than a platformer because your movement is rather slow (in comparison with other platformers), so this is not a game which should require you to make complicated jumps or react quickly – which shows the most in the boss arena (trying to quickly jump between platforms, or jumping from the edge of one isn't exactly the simplest task).

Slowing down the player when you charge (or hold) a big fireball is the right decision, but in my opinion, shooting small fireballs shouldn't slow you down at all. That makes shooting while jumping more difficult than it has to be.

I feel like there's a slight problem with pacing – the beginning is okay, the end boss is hard, but the middle part starts getting boring after a while. Occasionally, a new enemy gets thrown in, but the difficulty doesn't really change. I remember thinking "how long will this keep going yet?" roughly in the middle.

I don't know about the crystals. First, if you right-click, you shoot all at once for the number of crystals you have – not just one per right-click (completely unnecessary for every enemy except the boss).
Obviously, you want to save the crystals for the boss battle, but during my three playthroughs, I always managed to die on my first attempt – which means all of the crystals are gone. Perhaps save the current amount of crystals when you pass the checkpoint, so when you die, you only lose the crystals in the current section? Otherwise, I don't see much point in collecting them.

As for the pixel art, I noticed the pixel size isn't consistent. Sparks from the crystals and the flames are smaller than the individual pixels in the walls. Then the "charging" panel and boss's health have round edges and the ball of fire returning you a safe location isn't pixelated either.
It's not *wrong* to have an art style like this, it's just not what some would call ‘true’ pixel art.
Also to me, the solid black tunnel at first looked like an entrance to another location because there was no door nor a portcullis to block it.

And after defeating the boss, the game promptly kicks you back to the menu as soon as you leave the area. That is the video game equivalent of "Fuck you". Add a final, 'reward' chamber, or at the very least show an ending screen. It took some effort to get to the end – but you don't celebrate the victory.
That's like meeting the person who won a race and being like, ‘Okay. See you next time.’

Uh, and you also got in one of the most common problems with Unity games on this site – if you use "Standard" WebGL template instead of "Minimal", you have to add 38 to the vertical resolution of your game in Project System for the footer, otherwise, your game gets cut off slightly.
And since this is Unity, you could potentially save the player's progress between playthroughs in PlayerPrefs if you wanted. I. e. adding a Continue button to the menu. Just for convenience sake, but this game isn't that long to make it a necessity.

But overall, I think it is a pretty good game.

IceDrumGames responds:

Thank you for this review. Yes, my game has all mentioned problems. I will try to fix them as soon as come to the computer. Thank you for critisizm.

EDIT:
-Fixed slowing down the player.
-Fixed immideatly fireball for crystals. Now it's just one per click.
-Added EndGame screen.
-It's still not "true" pixel art but now without round edges.

Again, Thank You for advices.

The art and controls are fine, but the main character definitely shouldn't be facing us the whole time. This game literally consists of jumping on five platforms – and there's no win screen, nor the ability to restart. Not to mention that both the spikes and the mushroom hover slightly above the ground.
If the game was about 10-20 times longer and had more mechanics, I wouldn't object, but like this, you can complete the game within fifteen seconds without much hurry.

It's fine for a first game attempt.

– There needs to be a way to restart the game when you die – via a button or at least by pressing a key (e.g. 'R').
– The sprites should definitely use transparency in order to avoid the white boxes around.
– When the player shoots, he probably collides with the bullet which "pushes" him out of the way. He probably shouldn't be colliding with his own bullets in the first place.
– What about sounds or music?

As for health, you'd basically do it in the opposite way to the score. You'd start with "score" 5 and each time you're hit, subtract 1. If you get to "score" 0, the player dies.

AspiBoi responds:

Thanks for the help. I will add all of those things in my next game.

I think it's great, *incredible* for a first game. I have nothing negative to say about it.

Of course, as soon as you feel the game is starting to get interesting, it ends, so more levels (with possibly new gameplay elements gradually introduced) would be appreciated.

– In the last level, using the third fireball isn't necessary for completing the level (you can flip the lever by jumping and attacking mid-air) – that's probably not what you intended.
– The browser console spawns *a lot* of warnings you might want to check, mostly stuff like: **ERROR**: Error calling method from signal 'puzzleComplete'.
– After finishing the game and starting over, I was unable to enter the door to the second level.
– It's better for user experience when you do not force fullscreen – instead, offer it as an option in the menu.

That's all that comes to my mind. The game is short… but very well done.
Good luck with your future projects!

VivAZ responds:

Welcome Rallyx,

Regards to the console warnings it is due to the way i coded the game in an unusual way. I went with if it works i don't care approach which was wrong. I felt after creating the "last level" that I learned so much and that I feel if people liked the game I wouldn't mind redoing everything especially the code since I know I can do it better! I am quite interested in adding new levels, enemies and make it a bit more story driven! I would also want thank you for letting me know about the 3rd fireball I will fix that as soon as I can asap!

Thank you once again for the feedback!

Well, the first question has to be – do you even use the built-in Physics engine for movement?

It's a bit hard to tell because the movement is very laggy, even gravity. Without seeing your code, I can only guess. If you "AddForce" to a Rigidbody2D component or set its velocity; that's physics which will result in more fluent movement.
https://docs.unity3d.com/ScriptReference/Rigidbody2D-velocity.html
https://docs.unity3d.com/ScriptReference/Rigidbody2D.AddForce.html

Please don't move the character by adding small increments to transform.position. You'd have to Slerp the value to make it smooth and that's not what you want to be dealing with.
https://docs.unity3d.com/ScriptReference/Vector3.Slerp.html

Also, all movement and physics should be handled inside "FixedUpdate", not "Update".
For camera stuff, it's best to use "LateUpdate" with some script for smooth following (don't add it as a child of the player if that's what you're doing).

You should also flip the character's sprite when moving left (or set the "x" scale to -1).
https://docs.unity3d.com/ScriptReference/SpriteRenderer-flipX.html
Then you might consider adding animations.

For some reason, my hearts keep disappearing even when I do nothing at all. If it's meant to be a timer, then I probably wouldn't use heart icons to represent it because when you lose a heart, it usually means you made some sort of mistake.

There's something wrong with the resolution of images because it skittles around while you're moving.

And so on. All in all, I'd suggest you to find a good tutorial series and try to follow it. I think almost everything I mentioned will be covered in any decent platfomer tutorial in more detail.
https://youtu.be/UbPiCgCkHTE?list=PLPV2KyIb3jR42oVBU6K2DIL6Y22Ry9J1c
https://www.youtube.com/results?search_query=unity+platformer+tutorial

In conclusion, I don't think the game is particularly playable in this state just yet, but don't worry, you'll get there after some practice.
Good luck!

SolIgnis responds:

wow, thank you very much! I didn't expect this much feedback at all! It makes me happy. I will try to improve, I hope to post more and better games. Again, thank you very much :D

Age 30, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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