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Ralix

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A neat game!
I like the idea, it might be a good base for a great platformer game if you decide to invest more time in it. It is probably the best you could have accomplished in such a short time frame.
Some things you might consider improving:
– There's a lot of walking on dirt. I completed the game and didn't feel like there was any challenge, any real danger. The jumping was quite ordinary and enemies (just one kind of enemy) ceased to be a problem when you became able to shoot. So maybe… more enemies? More kinds of platforms? More sources of water (e.g. rain, waterfall, geyser)? Health? Whatever you want.
– The third guy is probably slow by concept and that is fine, but remember to speed him up a bit if you decide to make the levels more challenging (or it's probably going to be a bit frustrating)
– Play a sound when shooting fire?
– (Just a personal note) It's helpful for some players if you can avoid using "Z" as a control key, because in whole Central Europe (and few other countries elsewhere) "Z" is switched with "Y" on keyboards and that makes controlling the character a bit unfriendly.
– I found water that didn't kill me:
http://www.newgrounds.com/dump/item/68d78bcaebf563d16d7ddbd2d3730981
– A game-breaking bug that made me start the game over. If you step on breakable platform and let it break and reappear, it won't break for the second time (it seemed like more platforms were generated on top of each other). In this particular situation, you won't be able to proceed further:
http://www.newgrounds.com/dump/item/e22cf32674a0a094407395ee90915296

Hope that helped a bit and good luck in the competition! :)

leronir responds:

Wow, nice review!

I really appreciate your time to write it all down. We noticed dthe breaking platform bug, but assumed it won't be a problem, we're so wrong haha.
We will let the game fastest in general, increase the speed of all characters, we just can't do it while the game is on trial, because it wouldn't be fair.
Also, we really want to improve the game design and level design in general, your notes will be considered to do that.
I didn't know about the "z" "y" button, originally it would be "x", maybe we change back.

Thanks for your feedback!

This is actually quite enjoyable, well done. I'd recommend you to shorten the time interval when your car is burning after crash, because before you get the general grip how to play this game, you crash a couple of times and waiting several seconds to restart the game can feel a bit annoying.

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.

Age 31, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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