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Ralix

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An interesting mechanic with diverse modes, it would just be neat if there was a bigger tolerance for changing directions - because when you return to the centre of the cross, you must be really precise to be able to change direction, which can't be done at high speed. And perhaps not every bullet should follow the white line, so you can avoid it by going left/right or up/down and not just by changing directions. Also, the order in which the bullets appear is not random, so it can be memorised.

AlbymaioDev responds:

Thanks for reviewing!
Well...I Realized after the first level was finished that it's a little hard but I also saw that if you press the two arrow keys at the same time everything'll be ok.
About the random order... If it was random the levels couldn't be in the right difficulty order...But I'll try to implement that.
And I know player can also use just two arrows to win but I'm also working on something like wrap so if the player reaches the end of the screen it respawns on the other edge.

Again thanks!

Not so easy as it would seem from the first couple of levels. You also have some pretty interesting ideas, so every level has something new in it. The graphics might use some tweaking (sometimes the ball overlaps) and the "punch" sound when you die can get annoying quickly. Aside from that, it's a good, enjoyable game.

About medals, if it helps, there's a guide in NG wiki (http://www.newgrounds.com/wiki/creator-resources/flash-api/adding-medals-to-your-game) and a slightly outdated here (http://www.newgrounds.com/portal/view/549612). They can be accessed in Project System/your game/API tools.

Seems like a nice game, but unfortunately I didn't get too far. I got to the third screen with the FLF_ locked door with no items left. The only interactive thing there seems to be the door (which is locked) and I can't go back to look for something that would help (like a second lockpick). I tried restarting the game a few times to end with the same result, so unless I am missing something, it might be a bug.

Although I don't know how many items you have in the game and how they are connected to the puzzles, from what I have seen I'd recommend to trust your players more and don't tell us when we should or shouldn't use an item and when we need or needn't to revisit a location. Of course you know when, but I doubt the game protagonist you play would know and about the players - well, it's part of fun in point-and-click adventures to devise a dozen of crazy ways to use an item and see which one of them works, or to explore a vastly open area instead of just the room that we are supposed to be in right now. We don't need the game to think instead of us.

And sorry for the possibly unfair rating in case I am actually missing something.

It's original and nicely done for a beginner, with beautiful music and graphics (even fullscreen), but unfortunately veeeery short. Maybe it could use some tweaks and additions.
- On the first screen ("In the beginning, there was a mess"), I got stuck after going down and the game failed to advance to the next screen. I had to reload the page twice before it worked properly. Perhaps make a restart button (key) at least?
- The ball is quite slow, so it takes a while when you decide to change direction and therefore the movement seems a little stiff
- If two or more puzzle pieces lay on top of each other, you drag all of them with your mouse instead of just the topmost one
- Even if you put the puzzle piece at the right place, you have to tinker with it to move it few pixels up/down/right/left, so it's accepted as 'correctly placed'. Perhaps add a slightly higher toleration.
And by the way, an excellent choice of picture. So inspiring and full of colours.
- What is the second puzzle meant to represent? I moved the shapes around until they stopped moving and created something like "a mess of randomly overlapping shapes on stripy background" and suddenly, game completed. Isn't it a bug of some sort?

And about additions, I would just recommend you to make the game longer. We roll the floor, jump, solve a puzzle and build things from shapes, but all just in one (two) level(s). We see it, and it's nice, but we can't even enjoy it, because it's soon over. Even the story would benefit from a longer game, because now it's like "everything was a mess", "brain cell went to fix cracks", "everything was ok", which quite isn't the story about bringing creativity to this world I've hoped for.
But as I said, for your first game it's very nice, very 'cre8tv'.

This is quite amazing. Not just the brilliantly matched creepy music, which is still calm enough to let us think, but the slow-paced writing style, the clues and how they are all bound together. You give us an advice in the first clue and we have to use it in the last. Great. Also, thanks for the hints in the titles.

I can only imagine actually being there, all alone, in a dark room with a note scrawled over with letters; and using them to decrypt a final message, to have a final moment of realisation. Creepy - and awesome.
Also, I've just noticed your note about the secret ending - this kind of interesting easter eggs is something I love when they appear in a game - although sadly I wouldn't find this one if you hadn't told us about it. I will definitely be more cautious in the sequel - and yes, I do look forward to it. Good Luck :)

LucidShadowDreamer responds:

Your review is quite amazing ;)
It makes me happy to hear that the music fits well, while still not being too distracting. It's also cool that you realize how much the game is connected to itself. The hints in the titles are pretty necessary I think, and there's even a hint in one of the medals :p

Awesome! It's splendid that you can imagine yourself as the detective, as that is what I was going for. The secret ending is very important, and I think it'll be the intro of the sequel once I get to it. And it was very ridiculously hard to figure out by oneself, so I kinda had to put such a link there XD

Thanks for the great review :3

Pretty good game. It's good the difficulty was slowly rising and that was a new element introduced in every level (well, except the fifth one). What I noticed:
- The Soul Catcher going from behind seemed like needlessly added difficulty. If you don't jump at two exact moments per level, you die, no matter how many lives you have left. That's why the first level was also the most repeated one for me - the scythe swipes somewhere in the middle (not close to the ground), so at first I didn't know I have to avoid it by jumping. A tooltip "Jump!" at least in the first level might be handy.
- Sliding takes a while to take effect, so you can still get hit by swinging axe even after pressing down arrow
- The reload time of fireballs is too long to dispose of the two skeletons next to each other AND to collect the coins that are above them
- Similar problem; you can't collect some coins blocked by the "rolling in the ground" saw
- "To be continued" - I hope so, because the last level was a bit unsatisfying (no boss battle, as long as the others, no 'ending')
But those are all just minor things, the game is fairly enjoyable as it's now.

adytt responds:

Thanks for the review, the Soul Catcher is the most easy to avoid enemy by them all, you need to jump once he arms the scythe and you escape without getting hit. Prepare to shoot imediately after you escape the Soul Catcher as you will always encounter a skeleton.
Before starting the first level an instructions screen is displayed showing you to jump in order to avoid the Soul Catcher.
Keep Down arrow key pressed longer in order to avoid rising to soon an get hit by the balancing axe.
You don't necessary need to kill the two skeletons that comes together in higher levels, destroy just one and then jump to the higher platform and avoid the second one.

Age 30, Male

Game designer

Masaryk University

Czechia

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