00:00
00:00
Ralix

449 Game Reviews

227 w/ Responses

5 reviews are hidden due to your filters.

Well, that's boring.
Yes, it does not break my mouse unlike clicker games, but on the other hand, it requires your attention and a lot of patience. Scoreboard is a good idea (if you can get it working), so players can compete with each other, but there's not much fun in running around collecting the exactly same items in order to purchase updates to collect even more of said items.

Yet you have a great foundation, if you wish to improve it.
You could e.g. warp the terrain, so there would be some obstacles (and add jumping, because that's usually what Space does in 3D games). Then it would feel *almost* as collecting coins in platformer games.
You could add more kinds of bricks (e.g. a chance of spawning gold brick with value of 100*someCoeficient points, which slowly fades away if you are not quick enough)
You could have powerups, e.g. every 100th brick, you could unleash powerup of collecting everything in line in front of you; every 500th brick, collect every brick on the ground (of course, the magnet upgrade already does this, so you might want to think about something different).
Stuff like that – just add something which is not directly related to collecting bricks, or the game will feel quite shallow ("Street sweeper simulator 2").

As for other things, is there a max count of bricks that can be in the game? While writing this review, the scene got a bit cluttered and I imagine, theoretically, if I left the game running for an hour or two, it could get pretty laggy and messy. And some of your potential players will want to do that in order to collect loads of bricks at once with minimal effort unlike "honest" players who run around collecting bricks as they fall one by one.
Also, shop screen is (I assume) a jpg with visible compression artifacts (try png instead), text overlaps upgrade icons (wheelbarrow) and development build is not ideal for release (slower, larger).
And I feel it would look much better if the long distance bricks were dragged towards you instead of just simply disappearing.

So far it's an okay game, but not something anyone would want to spend more than a couple of minutes with.

Good luck! I wrote down some notes which will hopefully help you improve the game.

– First of all, outstanding graphics. I like the colourful toon style.
– Yellow font in the menu is bright, the background behind is also bright, so it might be better to choose a different color for readability. Also consider changing the font, this one is more suited to small handwritten text (e.g. a letter), but in the menu, you want the options to stand out. This is especially case of the score count (if you wish to track score), the number in the corner is quite small in comparison with everything else (e.g. the heart counter)
– "Credits" are cool :)
– "Exit" button is unnecessary in a web build, it does nothing
– For a platformer game, your jump height is pretty low and so is the gravity (you jump up quite fast, but it takes ages until you land back on the ground. Even if you walk off a road to the water, you sink in very slow). You can even continue walking in mid-air.
– Add a splash sound when you touch the water
– Add a sound when collecting a coin (or any graphical effect when collecting it, so it doesn't just instantly vanish)
– The grass appears gradually, that's fine, but the boundary is too close to you. Ideally, you shouldn't notice the appearing and disappearing, it might feel intrusive
– Music doesn't loop
– Improve collision detection
 • Trees and rocks don't have any colliders
 • Player's collider is too large (you can stand next to spikes, don't even touch them and still get hit)
 • Player's feet are sunk into the ground a bit (enlarge ground's collider?)
 • When you go towards a wall, you can pass through without extra effort
– "F" as run key is a bad decision. The way you hold WASD leaves you to a choice between walking right and running. "Shift" would be much more logical and comfortable option.
But in my opinion, this is a platformer and you want to be running most of the time, so I'd make "run mode" default and holding Shift/Ctrl as "walking".
– After game over, the load button should be inactive (greyed out). Now it works and (apparently) loads the menu scene (judging by the small lag when you click it). And nobody needs that.
– If you're not in the fullscreen mode, text in game over screen is broken into more lines (e.g. Game *newline* Over, Main *newline* Menu)
– When you die, the enemy who followed you returns to his original spot. That's okay, but he flashes back *while* you're dying. He should wait until you return to your respawn position
– The rabbit doesn't cause any damage, his "follow player" distance range is too small and when you run away, he "pops" in a different place and starts walking again
– You should try to be consistent. If your hero is a medieval warrior, your enemy is a medieval warrior, a creepy rabbit out of nowhere may seem like somebody tried to mash up several free assets together and the game won't have an identity, world of its own. I'd ditch Mr. RabZ. :)
– Walking over a dead enemy (not the rabbit) makes sound every time. It probably shouldn't.
– The sword swiping sound is fine if you hit an enemy, but swiping a sword through plain air doesn't make this "cutting flesh" sound. Check freesound.org, there's plenty of "whoosh" sounds you could use
– It's great you've added some birds as a background. Sometimes they fly too far away, maybe, but it's a great idea.
– Spikes' up/down cycle is too fast to pass over them without harm. Now it's okay because you just need to avoid them, but later if you added a batch of them in the player's way to walk over them when it's "safe", it probably wouldn't be possible. There could be e.g. a second long pause when they're inactive
– Being stabbed once with a sharp metal (spikes) certainly doesn't make a "BAM BAM BAM" sound
– Spikes harm you only once, even if you stand on top of them. In Unity, instead on "OnCollisionEnter/Exit" like you probably use to not deplete player's health all at once, you could harm player always at the specific time of the spikes' animation if he touches them (create an animation event). Or simply use the animation event to set whatever "spikesCanHurtPlayer" bool variable you use back to true, so it will harm the player with each push.
– You don't move with moving platform. You could either add the platform's velocity to the player's (hard solution), or simply set the player's parent object to the platform when he touches it, and to null when he leaves.
– Moving platform passes through ground. Either lower the ground or relocate the platform's end target point.
– Trees stick through the platform above them
– The interval of disappearing platforms might be too short (impossible if you don't run) and most importantly - they don't reappear. Fall off a disappearing platform and you might as well restart the whole game.
And it's always good when you can tell a platform is just about to disappear, so it doesn't come as a surprise. Some games add cracks, but you could make the platform slowly fade out (gradually change the platform's color's alpha to zero).
– Consider building the game as WebGL, so everybody can play it, not just Firefox / Explorer users who installed a plugin.
https://www.newgrounds.com/wiki/developer-resources/unity3d-webgl-support#wiki_toc_3

Anyway, as you can see, there's still some work left to do, but I'll repeat that I quite like your game and think you are on good way to make this a really neat platformer. :)

If it's ice dungeon, wouldn't it be better to use ice sprites instead of bricks? Now it feels like the movement is somehow stiff, when it in fact is intended to be that way.
Also the main character's sprite has a light blue box around, which can be seen if you look closer or when capturing the flag or hitting a wall/platform from below. The flag's sprite overlaps the player, too.

What was the purpose of the gaming system? It's quite a distinct object in the setting to be just a plain background object, yet it wasn't used in any of the puzzles. I also noticed that if you start a new game, the sword's lock doesn't reset, so you can open it right away.

Anyway, it's a good game as usual.

The game shows some interesting mechanics like double jumping, running, flying; perhaps a wall jump ability would come in handy sometimes, too… but there's a MASSIVE hindrance of not being able to control your movement mid-air. Since this is a platformer and you jump a lot, it basically makes you unable to move properly 50 % of the time.
It doesn't help much that you claim we move using "WASD", but actually only arrow keys can be used. Also in this English version you kept the "Puntuación 35" instead of "Score: 35" and that text field probably shouldn't be selectable.
I didn't mention the graphics, since you probably plan to improve them anyway.
Good luck.

Don't feel bad for publishing this! For a first game, this is pretty amazing. You should see some other games that get posted here in all seriousness. Short doesn't mean bad and you really put some good work into this.

Although the story itself is quite simple (it's A Simple Quest after all), you do show a storytelling talent – in the dialogue, distinctive characters etc. That's probably what I enjoyed the most.
The graphics and music are also quite neat.

My major complaint would be probably about lags. I am not sure what you can do about it, but sometimes the game plays without any problems, and then, after visiting a village or a castle, moving on the world map becomes terribly slow and laggy. When that happened (about 50/50 chance), I wasn't really in mood for exploration and just took the shortest path to the next objective. That hinders the gameplay quite a lot.

Then, just some suggestions:
– A "shortest path" could be another thing to improve. When moving with mouse, you walk in L shapes, so if you need to go diagonally somewhere, it is quite noticeable and you follow much longer path than you would with arrow keys. It might be better to do something like "imagine a line between you and your destination and walk through all squares it crosses". Perhaps. I don't know how it would work out in RPG Maker.
– Balanced combat. I know this is because the game is short, but just in case – throughout the game, I never felt like using my special abilities or choosing anything else than "Attack", because all the enemies both on the mainland and in the cave fell with one hit.
The only exception was the Demon King who had his difficulty set just right (he's the final boss, after all), but he was the first enemy who required the use of anything besides the basic attack. So after loads of "super easy enemies" you meet a "hard boss".
– During combat, you should probably see your action right after you select it, or it gets confusing. You should attack when your turn comes and you click attack, not later with all the others. The prime example here is the Demon King – I see I am running out of HP, so I select Heal, but before my character has even a chance to cast the spell, the Demon King cast a Fire Pillar and kills her.
It should probably go like this: Demon King casts Fire Pillar, then I get to choose Heal spell when I see the actual number of HP I have – and it gets cast immediately, so I am ready for another attack from the King.
– Since the enemy sprites flash, you probably don't have to append "A" and "B" (Slime A, Slime B) to them. It might slightly break the immersion. And it could be handy to be able to attack an enemy by clicking on its big flashing sprite, not just on its name (I caught myself trying to do this a couple of times)
– And lastly, if your characters are both fine at the end of a combat, you shouldn't probably mark them "Dead" when they run out of HP. "Defeated" might be more appropriate.

I am not really a fan of this style of turn based combat and enemies popping out of nowhere (but many people are!), it was your story that made me wonder how the game ends and finish it despite of the lags. And if this is just a practice you feel "a little bad about", then I know when you make a game you'll be proud of, it'll be awesome. So good luck with that. ;)

It's a good a game, challenging and enjoyable.
It could have been a bit longer though, because you start as a panda jumping on platforms, collecting coins and avoiding spikes, and the only new mechanic that appears during the game are the disappearing platforms. There could've been wall jumps, water; that sort of stuff, just to throw in some variety.
And I usually don't comment on music, but this one was really beautiful.
Also I get you are Free World Group, but does your logo really need to appear on every background, every screen transition? And the link in the top corner? What does that have to do with the pandas' world? It sort of kills a part of the mood.

Age 31, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

Level:
40
Exp Points:
17,460 / 17,760
Exp Rank:
1,325
Vote Power:
8.13 votes
Rank:
Staff Sergeant
Global Rank:
1,415
Blams:
742
Saves:
5,601
B/P Bonus:
26%
Whistle:
Bronze
Trophies:
1
Medals:
2,625
Supporter:
6y 3m 1d