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Ralix

218 Game Reviews w/ Response

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I would probably gave you more stars if it had an "ending" of some kind. Now it's an interesting, emotional idea, singing while waiting for the train, but the singing eventually stops and there's nothing much to do – and nothing at all happens.
I am not eager to actually see the result of a collision with a train, but you could – for example make the song gradually louder and the train gradually quieter, then make the screen fade to black, insert a few seconds of complete silence interrupted by a train horn… maybe. It's your game, anything is good but in its current state it seems a little bit unfinished.

POTEC responds:

absolutly objective assessment. this game kinde of testing, and little chalenge to me like "Anyway you most compete some product". I see all my misstakes, but I'm glad that people are watching and do reason remarks. I dont wont work on this any more, but i think about new game and
I'm sure this will be mach qualitatively and this will be realy "game", in the conventional sense.
(sry for my english)

Just one level?
It is an interesting concept; building a tower while dodging bullets, but you movement speed ought to be faster.

chriscost0318 responds:

I'll update the controls to be faster thanks :)

Interesting. The weird backgrounds, the music and especially the tickling clock in the first room surely support the idea of a not-very-sane person. The overall atmosphere was the best thing on this game, aside from that, it was quite simple and short. But it is definitely something you could build on if you decide to create a more complex project.

newgroundsHatesMe responds:

for the most part, i don't think short is really a bad thing. most of the games that inspired me the most were long things, but a lot of them were also very short things. I think complex systems are good sometimes, but other times they can distract from the main point of things. Right now, i'm just trying to figure stuff out, i've been doing this stuff for about a year on and off, i feel like i'm starting to understand some things better, but i like the idea of doing lots of small things to figure out bits and pieces before i try a big thing. and ambition is weird, i'd rather know roughly where i'm going with something, and stick with that, rather than fill it up with stuff that doesn't feel necessary to me.

thanks for the thoughts

I'm sorry for the lower rating, but this needs more work.
While I think this game has potential and set the atmosphere quite right, there was no clever tactic to avoid/escape the creatures (also, isn't there some text written next to their heads?), you just have to hope they won't be there when you enter a room. This is much harder in the first room, because you can't leave and you need to get the key on the other side, but there's a monster blocking your way. I never managed getting past it without losing a heart.
Then there's that distorted perspective when you go up/down; but that could work if you – let's say – meant to show that your mind is playing with you (since you see some scary faces from time to time). It's quite interesting until you get used to the effect.
Perhaps some of the items don't blend quite well in the surroundings (e.g. the first key) and the music might get repetitive after a while. Also, I had to play the game in fullscreen mode, otherwise I wasn't able to move after starting the game.

Like I said, I believe this could work very well, but it needs some tweaks.

kingsirdrmr9 responds:

Thank you for the comment.

Our game was made in a very limited time; even less so than other classes had. I feel if we had a whole semester to work on it, it would've been more polished. However, we managed to give off a good impression thanks to our artwork and atmosphere. At this time, we aren't allowed to continue work on the game, as we have to do this all over again with a new game by early December.

Alert messages are a terrible way to handle any kind of in-game notifications. They block the whole page, not just the game window, and you have to close them, so if it weren't for your menu screen, I wouldn't even be able to write this review without an interruption every three seconds.

The game itself is quite simple (so is the graphics), but it can provide some entertainment for a while. If you wanted to work on the game further, you could for example add few different models of trees (now there's just one model of everything), try to make the obstacles blend in the background more (because they don't do at all now) and possibly improve animations. Also, for some reason you begin with -1 Deaths, that's probably a bug. Good Luck.

MapleLeafGames responds:

I'm sorry and i do understand the issues, but i only made this project to have fun. I really don't care what other people think because if i like it and my friends like it, then that's all that matters to me.

P.S, If you want to get by the alert messages just press space when they come up. :)

Rather good, original game with fluent graphics (great that there are different kinds of kernels), but I would prefer if it went chronologically, so you would know which levels you completed, which levels you still need to complete and if the difficulty gradually rose (and possibly the game mechanics slightly changed once a while). This way it's good for quick entertainment, but there's nothing to really 'achieve'.

And just a recommendation, don't advertise your game through forums. People who want to try and review new games already browse Under Judgement section and look here without being told so. This way you will most like attract just meaningless low ratings.

HEAT9 responds:

Thanks for your feedback. One issue I kept facing while testing is that people get the impression that this is a level based game, when its really just a highscore based one. There is no levels, instead I have a collection of pots that I randomly give to the player, and it does increase in difficulty as more difficult pots only appear at higher scores.
As for what to achieve, it all about achieving a new high score. Later on I can add stuff like coins, skins, powerups etc... but at its core, this is a causal arcade high score based game. I am not sure how I can make players understand that better instead of assuming its level based. If you got any ideas, let me know please.
Sorry about the forum posting, you are correct.
Thank you again.

At first I though doing the same chores again in every chapter might be boring, but then it somehow became a part of the series and I no longer cared. I think I also shouldn't be thinking about logical flaws (grandpa orders a satellite, which is left in a simple, straw-stuffed crate locked with a combination lock; and the combination is hinted on a ship sailing by) and simply enjoy the game – which I really did.

I also like how you build up on the results of previous chapters, the fact that we are finally allowed to carry more wood, and I am curious to find out where you are heading with this series. If it ended simply with building the coolest tourist resort, we might feel a bit cheated, but since there's the mysterious ship, now boat rental and a whole, unexplored jungle just sitting right next to the bay, I believe it will be great. Good Luck and thank you for making all the games for us.

selfdefiant responds:

Thanks so much, I hope the end will be great for everyone!

It's easy to pick the "good" choice if there are just two to choose from.
Yet it's an interesting, light-hearted game and I enjoyed trying out both characters. It's also good that nothing is overdramatic, e.g. do what your partner wants or he/she breaks up with you. It feels natural.

KoltonKennedy responds:

yeah...my other game is so deep and heavy

An infinite runner without any kind of difficulty increase (new obstacles, more gaps, speed up, ...) with a fixed jump length, so you can go on and on for a very long time until you make a mistake mostly because of boredom.
A good, working game, which exactly fits the "nothing too new or interesting" rating.

ilianx responds:

can you try my newest game please? http://www.newgrounds.com/portal/view/662023?updated=1

Age 30, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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