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eyeknowstuff

15 Game Reviews w/ Response

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I can't give this too many stars because it's not even a finished game.

Helpful notes:
-The door's entry area is too big. Instead of actually entering the door, you just teleport inside once near the door. I can see this becoming very annoying if the game is larger and there are many doors to accidentally fall into.

-When inside the house, I suggest a different font (thicker and bolder) as well as a different color. Black on grey is very hard on the eyes, especially in an RPG where there might be a lot of reading. If you want to use whatever color you want you can always add a dialogue box. That way you won't have to worry about different terrain colors messing up whatever font color you chose.

LFOB responds:

Yeah, I'm going to add a dialogue box, I just rushed to finish this. I'll fix the door glitch too.

Glitchy and unplayable for me.

vSmashv responds:

my bad, I'll only release complete games from now on

I didn't think I'd enjoy this at first.

However, the SOUND EFFECTS coupled with the achievements (but mostly the sound) made this game a blast to mash through.

B1KMusic responds:

I'm glad you enjoyed it.

The sounds were pretty fun to make, so I'm glad you liked those, too.

Thanks for the feedback!

-Doesn't match the energy of the music video
-Psy is too small for such a large screen
-Animation is minute and subtle and hard to make out (He's doing such a silly dance, he needs to be moving more)
-Game is boring and repetitive with no variance

janzadbany responds:

Please try to beat the whole game. :)

+Fun unique levels
+I like the wiggly effect of each level, nice visual theme
+Ragdolls in a physics game +1 star
+Unique transitions after every level

-Too easy

whileworking responds:

Thanks a lot, I'm glad you liked the design :)
The later levels are a bit more challenging, aren't they? I didn't wan't to make the game too hard.

From the screenshot I expected more. I am disappointed.

jtpup0 responds:

yeah im more of a graphic artist versus a game designer... for now =P

Not enough room to move around. The arena needs to be at least 2x as big to allow the tank to kite away from enemies. Or conversely you can make all the enemies and the tank 1/2 as large so there's less claustrophobic clutter.

Also, this type of game always benefits from gradually introducing enemies, so that they are memorable and unique. If you throw them all at the player in the span of 1 minute then there's no time to distinguish one from another or what enemy types have what special abilities.

Interesting choice of graphics

capivarasstudio responds:

Thanks about graphics. You're totally right, space is too small, I should have realized that.

could at least include the song...

carolmoneta responds:

Hmm, ok, thanks! :D

hmm

being someone who's played Advance Wars, there's a key element missing.

The turn based fighting is all there but there aren't any likeable characters. The advance wars generals all had such unique distinguishing and interesting personalities. That's what truly drives the story forward and makes the game flourish.

Better portraits and being able to tell exactly who's talking based on dialogue would be a huge plus.

(oh and I don't mean you HAVE to make the generals like Advance Wars, all wacky and cartoony, but they should definitely be distinguishable and have unique personalities so I care which general is which.)

urbansquall responds:

Thanks for the feedback. Will try fix that for the full game.

Things of Note/Improvement

The skill system seems to be based on how much you hit//block

For example I'd level slash skill slower with a powerful weapon that kills the enemy in 2 hits. If I use a 7 damage shit sword I'd actually level slash much more per enemy. Instead of basing skill leveling on number of hits, it should be based on damage done so it's more fair, especially since there are limited enemies.

This issue is most apparent with the block skill. By equipping a tower shield and a shitty sword, then minimizing the window and doing something else, my block can be leveled all the way up to 4-5 by the end of the game. If you intend on making a full version, this power leveling of skills should be addressed.

Also I love the fact that the game is not turn-based because turn based is really slow. I'm guessing the relatively slow pace is to give you time to decide spells and such in between attacks. I guess it just feels a tad slow because there aren't that many spells and options to choose from atm.

concerning the spellcasting it'd be nice to have "modes". Such as a button for attack mode which has you automatically melee enemies and a "zap" button which instead has you auto zap until out of mana. This would make long-term spellcaster characters more accessible.

About the overall layout of the map: I'd like it if either you can run faster or more rooms were "linked" so I don't find myself running through empty space that I've cleared for 5 minutes. Or better yet, have enemies respawn in areas you've cleared (which would also resolve the skill issue since there are infinite enemies to level from).

The graphics of course can always be better, but minimalistic is also important for an rpg. Too much fanciness leads to lag which is detrimental. So overall I like the simplicity.

One aspect you don't need to change and should not be changed is how items never really "dissapear" When you drop them they are still on the floor and when you sell them they're still with the merchant. I LOVE that, don't do anything to that option.

I give 10 =3 I hope u read this

Nemo responds:

Thanks for the criticism. That is actually a very good comment and I am glad you caught that. I didn't really think about that when making this game. Though any future game will probably have significantly different mechanics than this one, I will keep in mind little things like that. Thanks for the review as well! I'm glad you enjoyed it!

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