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Ralix

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Well, that's an improvement! In the interface, atmosphere, game mechanics… yeah, I'm looking forward to the next game. Some other stuff:

• I definitely didn't think about "borrowing" a torch from king's castle. Well, a tip for the next time. Also, let me appreciate that now your walkthrough button links directly to the video, not to a list of all videos

• You can't close either of that king guard's dialogues

• Nice Majora's Mask reference… kid with sword and shield = adult :)

• There were some things you've probably prepared for the next chapters (colourful flasks, water/raft, cart, horse), but their descriptions hint you should think about them in the current one ("how do I smash the stable's lock, so the horse can move the cart?") – which is not necessary yet

• I'm highly suspicious about dragon eggs that almost never hatch. :)

• How do shields work? I tried "blocking" an attack from the slime, for no effect
↑ About this, if you plan to make combat more common element in this series (as I would assume from the shop and the level system), you might want to consider improving the combat mechanics, because "click until it's dead" gets quite boring after some time. Something simple, really, e. g. adding three icons hovering over enemies' heads: „slash“, „stab“, „block“ (+ „toadstool“). Just to make things a little more interesting, while still maintaining the overall adventure feel.

Hope that helped a bit, good luck with the next chapter. ;)

selfdefiant responds:

Thanks! That was a lot of help. :)

This guy has been locked somewhere so many times that he should learn to work with a lockpick. And stop taking people's hard-earned raise. :)

It really is a strange island.
There's an aztec disc with germanic runes and non-aztec numbers next to an indian temple and a tribal village. The moon stays always at the same spot in the sky no matter which direction you look, enlightening a sun-filled beach with orthogonal palm shadows.
A true world's wonder. :)

selfdefiant responds:

It truly is a mystical place, it reminds me of a dream.

Etriuswimbleton already said what was necessary and I agree with most of it. If I had to select one thing that needs to change – please switch movement to WASD and leave mouse only to interaction with objects. (Double)clicking constantly to go somewhere is a bit frustrating.
Despite the occasional bugs, strange camera rotation in the hallways (until I got used to it), minor logic flaws, it seems like it could become a very good - thrilling! - game. Good Luck. :)

I really like the idea. I "want" to give this game a good rating, but it is quite short. I "want" it to be a little longer, so it can play with this idea some more. Also I "want" to be able to confirm prompts via spacebar or any other keyboard key, so I don't have to reach for mouse so often.

Well, this is quite interesting. I think red fire is the best one, the other colours aren't that good (and white fire looks really similar to black fire). It could be fun if you used this in some sort of game.

I am somehow always stuck with a 3.5 stars when rating your games. They're technically flawless, always entertaining, mostly moderately challenging, but lacking something what I'd call "depth". That could mean consistency (medieval tower doesn't go along really well with number/colour lockboxes), diversity (something which would help us remember a particular game you made) logic (why don't I use chair to reach the shelf before dismantling it for one single log?), main character motives ("you can't leave yet, you need to solve a mystery first" – but I don't even know what I'm supposed to look for and why) and story that isn't just loosely hinted. I think adding any of that – especially in your multiple episode series – could make your future games even better. Just some ideas.

Anyway, some notes about the game;
– I don't know if you had a particular age category in mind with this game, but sometimes there was a bit too much hand-holding ("A wolf, maybe this is a clue")
– If you move a box, shouldn't it stay like that even if you leave and re-enter the screen?
– There was a typo "You took the candle, it was falling *off of* a wall"
– Your new inventory layout is great! But have you considered "drag & drop" system? It would make it a little more user-friendly, especially when you need to combine items.

Overall, it was a nice game, good job. :)

That was a very interesting and creative concept. Well done.

Age 30, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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