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Ralix

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This game is hard and doesn't forgive mistakes. You make a long jump instead of a short one, run into too many barrels, make a jump that was unnecessary and you fall, get eaten, get nuked. At high speed.
And after 328 retries a "level completed" somehow pops up and you have no idea how you managed that.
Is the accomplishment worth tearing half of your hair out? Well, of course!

It is a good game as usual, but I'm still missing some kind of deeper story that would connect the individual chapters together. Background of the protagonist, his motivation, stuff like that. You hint something in the description, but nothing from that really shows in the game.
The music is fine (could be longer so it doesn't repeat as often though), puzzles are interesting - not too easy, not too hard.
It just might be good idea to update the clothes hanger a bit, because both its in-game model and its icon in inventory are quite hard to see. Then, it would be really helpful if the map showed not just the rooms, but locked doors and their colours as well, so we can locate them more easily after finding a new key.

I've also encountered a bug which made me start the game over - if you don't get the jewel in the toilet room ("A") during your first visit, you have to restart the game, because trying to enter the room for the second time sends you to the Dues Ox screen ("C") instead.

And I think by now you must have already taken a photo of every deserted building in the country. :)

selfdefiant responds:

Thanks!! The game has been updated. :)

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.

Age 31, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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