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Ralix

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Sorry, but this is bad. The main problem is the dragon. When you change direction, you change shape and you crash. When you flap wings, you crash too. Did you test the game before releasing it?
If you made the dragon flip just between looking forward and looking backward (with wings still up), it'd at least be playable.

Hi. I must say I barely finished this game, because towards the end, it was more frustrating than enjoyable. I understand it was a school assignment and you may not want to continue developing it, but if you do, there are things you definitely should consider (possibly in the next game you wish to create).

- Most importantly, the movement was stiff and it was annoying that each move left/rightwards made you pass cca 1/6 of the whole screen. When near spikes, you'd be perfectly able to avoid them if there was a slightly higher movement precision.
- You can't even touch the walls and spikes, there is always quite a big gap between you and them, which results in you being killed before you should and some impassable areas (lvl 2).
- Level 2 is harder than Level 3, perhaps you should switch them.
- What definitely shouldn't happen is you moving a little up when your sprite is changed for the one with fire. The robot should always stay at an fixed spot and the fire should appear below it.
- The thrust fire contains some white pixels - are they intentional?
- The white balls don't do anything. I know you can collect them, but that's all, they don't yield score or anything that would show up somewhere. I don't say there should be a score counter, it could e.g. require 2/3 of the orbs to pass to the next level, or anything else. But it shouldn't do nothing.
- The white orbs sprite seem to be cropped slightly on the left.
- I'd consider adding a little more accuracy to the thrust, but it's up to you.
- If you decide to add more levels, it should contain something new, a new aspect every once a while (for example, a key locked door, something other than the spikes to kill you).

I hope the tips were useful to you. ;)

It looks like a neat game so far, I hope it will turn out well.
- I don't know if you plan to set a level cap, but you probably should - with a higher level (100+), the combat takes almost an eternity (with the basic 'test' weapon, the pencil is all right) and the combat is very laggy (due to big numbers I suppose).
- The animations are fine, I just noticed that the chest sprite overlays the krocks, not the other way round. This is similar to the problem that you can walk over the upper part of the chest and it appears below you.
- Also, it might be better if the huge chest wasn't spawned with each defeated enemy, it would make it seem scarcer. Or just make it into a pile of collectable items on the ground to save yourself from trouble.
- The attacking animation is good, too; but you should push the enemies back a little with each swing at least - it would seem more realistic, because now you harm them just by swinging the katana above their heads (when facing left or right), which doesn't look very well.
- Using an item from the inventory probably shouldn't automatically close it, because you might need to use more healing items at once and instant opening/closing inventory slows the process down.

That's all I could remember, hope it helped a bit. Good Luck. ;)

Age 31, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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