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Ralix

218 Game Reviews w/ Response

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This is a really good game and fun to play.
It seems simple, but there are a lot of gameplay mechanics to explore and you gradually add new ones every few levels. Essentially flawless as well; I didn't notice any bugs.

If I were you – since you already have medals in the game – I'd add a couple more to keep the players captivated (e.g. a medal for progress every six levels). If they feel like quitting the game, but it's "just two more levels" till the next medal, they might just as well pull through.

Also, I'd make the hook shooting and reeling yourself in faster. At times, I was awkwardly wiggling myself out of a tough position because I didn't want to risk losing all my progress in a level because it's almost impossible to regrip the same spot you just left. It also makes the swinging harder. But perhaps, that's the part of the game's difficulty and it's up to you, after all.

AlienPlay responds:

Hey Rallyx! Thanks for in-depth review. I really appreciate your thoughts on Fling, I'll consider adding some more medals.

That magical vault door sure is a time-saver. ;)
https://drive.google.com/open?id=0BzFCKZ7WnoptaEs0c3YtYTZLVkU

selfdefiant responds:

lol, nice find!

There's a bug which may be encountered right at the start of the game. The POP vending machine can be clicked repeatedly to spawn a lot of keys which fill your inventory space. They're invisible until you click them, and getting a key this way disables the description box. It's the same key you get by cutting the string, so the vending machine probably shouldn't be clickable at all.
http://www.newgrounds.com/dump/item/c599f582834b28d677d2579a06e2dbe2
The bushes in front of the restrooms don't do anything upon being clicked and don't have a description either, but as far as I know, they cause no bugs.
Also, the "Credits" button on the ending screen doesn't work (unlike the one on the first screen).

Aside from that, the game was good, I think the colour puzzle was clever, and I like the fact the playground's fence had its own description explaining why can't you simply climb over. The bike bowl part seemed a bit weird though (it didn't look so deep you couldn't climb back without a bike), but nevermind. The medal works fine.

selfdefiant responds:

Thanks! Fixed the bug. :)

I faced the same problems as the other two reviewers. Couldn't find the box with the letter lock (and ended up with scanning each screen waiting for the cursor to change) and I had to watch the walkthrough to figure out Gilroy – if it's meant to represent the WW2 drawing as Stefanielouise says, then I believe it's spelt "Kilroy". No medal here either – the "medal unlocked" popup shows up, but the medal doesn't get unlocked.

I often wonder how certain tasks in your games can somehow produce a key out of a nowhere. Tasks like watering a plant. Feeding a squirrel. Or putting three pearls on a bracelet. That's the kind of thing which drags down the quality of your games towards the generic escape games the portal is filled with. Your games aren't just few screens cluttered with out-of-place clues and puzzles; they're better! At the very least, you are consistent and loyal to your setting. So why always not to logic?

This is one of your shorter games, no need to nitpick further, but what I appreciate here though, is the explanation in the beginning (exploring & twisted ankle & no cellphone sounds definitely better than "you woke up in an abandoned house and the door is locked.") Also, thanks for getting rid of the redirect in the end.

selfdefiant responds:

Thanks! I don't know about the logic. I try to stay as real as possible. I guess you are right about a necklace giving a key. I will come up with some more realistic ideas. It was just a word I came up with, no intention other than that was meant. Thanks again.

It could have been better. In comparison with the original Scary Maze game, this one falls a bit short, because:
– You use arrow keys instead of mouse. Therefore it's not hard to follow a straight line, you don't need to be careful.
– There's no penalty for bumping into a wall, so you don't even need to be precise.
– In the original game, there was only one jumpscare at the very end when you needed to be really focused and probably close to the screen as well. Here the jumpscares are triggered at specific intervals, thus the first one will scare you, the second one might scare you, but the others are just annoying because you already expect them.

Also, the movement speed ought to be a little faster and the graphics is quite plain. But at least you were pretty creative with the jumpscares; there's a big variety of them, so it doesn't feel like you are being shown the same picture over and over. One problem here, I think the collision detection gets turned off while they're being shown, and you are able to pass through walls if you keep holding an arrow key.

Creativity2005Team responds:

I used Scratch to make it so it's not really possible to fix the collision bug when a jump scare pops up. I can improve the game I know it's long and a little boring. I will add more jump scares just because. This is my version of the scary maze game. Hopefully I will get to that.

Looking at your games, I think I recognise where they come from. :)
It's great to learn with a tutorial – but try to make the end result different. That's the point actually. You want to learn to create your own games, not to make something hundreds of others have done before. This is the result of a course section, but you made very few alterations (in all of your games actually). Ideally, after completing a course, you should look at the game and say: "I have the basic gameplay now, what could I add/change to make it a better game? To make it my own game? A *complete* game?".
There's plenty of things you could do. New kinds of bricks, more lives (!), powerups, score, different art etc. Be creative.

Tutorials are designed to teach you stuff a broad audience can put to use, so the end result is always kind of bland, short, core gameplay with little to no original elements. Even if other people don't recognise it's from a tutorial, they'll see your game is "good enough"; in other words "average", thus "3 stars".
If you want to be a game developer, especially indie, you need to sprinkle the game with something fresh, new, intriguing to captivate the players – which really just comes down to "your own ideas".

Just some advice. The games can be a good base… you simply need to incorporate more aspects you could call your own in them. Good luck in further learning.

EthanBusse responds:

I totally get and agree with you! I've been off the development path with school and work, but I've started making games without using tutorials / Udemy. :) So once I have some time off school, I'll finish the small original stuff!

Totally appreciate the support! Thanks!

For a test, it's actually pretty good! Both the music and the bouncing sound is relaxing, the difficulty slowly increases, the environment changes (well, at least the platforms do).
Just in my resolution, if you play in the fullscreen mode, the interface becomes a bit messy. Even normally, the top text ("Record.") and the green crystal get cut in a half.
http://www.newgrounds.com/dump/item/d545ff1012de1daab534117fb6a7d436
But beside that, great job!

POTEC responds:

Oh snx. Actually this is test job for game designer post,I made a couple of days. I just needed somewhere to download it to show.I did not expect that someone will see it. UI problems related to the fact that the game is designed for smartphones(android ver link below). So I think soon I will correct most of the problems and add features (skins shop for crystals) (sorry for my English)
https://www.dropbox.com/s/p4m8txuqvjklhlw/JB.apk?dl=0

Age 30, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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