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Ralix

454 Game Reviews

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5 reviews are hidden due to your filters.

I faced the same problems as the other two reviewers. Couldn't find the box with the letter lock (and ended up with scanning each screen waiting for the cursor to change) and I had to watch the walkthrough to figure out Gilroy – if it's meant to represent the WW2 drawing as Stefanielouise says, then I believe it's spelt "Kilroy". No medal here either – the "medal unlocked" popup shows up, but the medal doesn't get unlocked.

I often wonder how certain tasks in your games can somehow produce a key out of a nowhere. Tasks like watering a plant. Feeding a squirrel. Or putting three pearls on a bracelet. That's the kind of thing which drags down the quality of your games towards the generic escape games the portal is filled with. Your games aren't just few screens cluttered with out-of-place clues and puzzles; they're better! At the very least, you are consistent and loyal to your setting. So why always not to logic?

This is one of your shorter games, no need to nitpick further, but what I appreciate here though, is the explanation in the beginning (exploring & twisted ankle & no cellphone sounds definitely better than "you woke up in an abandoned house and the door is locked.") Also, thanks for getting rid of the redirect in the end.

selfdefiant responds:

Thanks! I don't know about the logic. I try to stay as real as possible. I guess you are right about a necklace giving a key. I will come up with some more realistic ideas. It was just a word I came up with, no intention other than that was meant. Thanks again.

It could have been better. In comparison with the original Scary Maze game, this one falls a bit short, because:
– You use arrow keys instead of mouse. Therefore it's not hard to follow a straight line, you don't need to be careful.
– There's no penalty for bumping into a wall, so you don't even need to be precise.
– In the original game, there was only one jumpscare at the very end when you needed to be really focused and probably close to the screen as well. Here the jumpscares are triggered at specific intervals, thus the first one will scare you, the second one might scare you, but the others are just annoying because you already expect them.

Also, the movement speed ought to be a little faster and the graphics is quite plain. But at least you were pretty creative with the jumpscares; there's a big variety of them, so it doesn't feel like you are being shown the same picture over and over. One problem here, I think the collision detection gets turned off while they're being shown, and you are able to pass through walls if you keep holding an arrow key.

Creativity2005Team responds:

I used Scratch to make it so it's not really possible to fix the collision bug when a jump scare pops up. I can improve the game I know it's long and a little boring. I will add more jump scares just because. This is my version of the scary maze game. Hopefully I will get to that.

I agree wholeheartedly with TakuaDE. The sounds used really do sound like someone's moaning and it's a great idea to wait for you to move until a level starts – it's annoying to be killed right after a level loads.

My complaint would be that I nearly quit the game because I couldn't figure out what to do – it took me a while to learn you have to hold & release a key. I've been trying to change colour to cyan and collect matching balls or hold a combination of buttons to create an opposite colour instead.
It's okay to not tell us everything – but the fun is in learning what to do in the game, not what the controls are. So as for instructions, I'd just update the instructions to something like "Arrow keys for movement / hold & release WASD to emit sound waves".

In the full game, boss battles sound cool, multiplayer might be fun, but if you aim to create hundreds of levels, make sure you add new kinds of enemies. That doesn't just mean new colours and new button to hold; you could invent more creative (and difficult) ways to dispatch an enemy. E.g. a red ball you can't kill by yourself, but you can lead the comet to kill it. Half-coloured ball which has to be turned white by holding a combination of buttons. Or you can make a level where you can't touch the walls, the walls have a different shape. Or obstacles, powerups etc. Whatever you think would fit in the game while adding something new every couple of levels.

Good luck. It was a pretty interesting and original game, albeit sometimes a bit frustrating.

Looking at your games, I think I recognise where they come from. :)
It's great to learn with a tutorial – but try to make the end result different. That's the point actually. You want to learn to create your own games, not to make something hundreds of others have done before. This is the result of a course section, but you made very few alterations (in all of your games actually). Ideally, after completing a course, you should look at the game and say: "I have the basic gameplay now, what could I add/change to make it a better game? To make it my own game? A *complete* game?".
There's plenty of things you could do. New kinds of bricks, more lives (!), powerups, score, different art etc. Be creative.

Tutorials are designed to teach you stuff a broad audience can put to use, so the end result is always kind of bland, short, core gameplay with little to no original elements. Even if other people don't recognise it's from a tutorial, they'll see your game is "good enough"; in other words "average", thus "3 stars".
If you want to be a game developer, especially indie, you need to sprinkle the game with something fresh, new, intriguing to captivate the players – which really just comes down to "your own ideas".

Just some advice. The games can be a good base… you simply need to incorporate more aspects you could call your own in them. Good luck in further learning.

EthanBusse responds:

I totally get and agree with you! I've been off the development path with school and work, but I've started making games without using tutorials / Udemy. :) So once I have some time off school, I'll finish the small original stuff!

Totally appreciate the support! Thanks!

This has to be the most surreal thing I have seen around here in a while.

Let's sum it up. You start off on a large, shiny green plate with a floating cylinder model nearby. There's nicely done water below it, but if you fall into it, the dark sky turns blue, waterline disappears and the ground looks like mountains. And if you fall off the mountains, you land on a "beach" (whose texture is watermarked) with walls around you, sun and vertical clouds texture in the distance. There's plenty of palm trees – one of which is burning – and every palm you walk by starts burning as well.

Wow. Kudos for originality, but aside of what I mentioned, there's really nothing else to do.

For a test, it's actually pretty good! Both the music and the bouncing sound is relaxing, the difficulty slowly increases, the environment changes (well, at least the platforms do).
Just in my resolution, if you play in the fullscreen mode, the interface becomes a bit messy. Even normally, the top text ("Record.") and the green crystal get cut in a half.
http://www.newgrounds.com/dump/item/d545ff1012de1daab534117fb6a7d436
But beside that, great job!

POTEC responds:

Oh snx. Actually this is test job for game designer post,I made a couple of days. I just needed somewhere to download it to show.I did not expect that someone will see it. UI problems related to the fact that the game is designed for smartphones(android ver link below). So I think soon I will correct most of the problems and add features (skins shop for crystals) (sorry for my English)
https://www.dropbox.com/s/p4m8txuqvjklhlw/JB.apk?dl=0

Age 31, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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