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Ralix

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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

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!

Age 31, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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