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23450

23 Game Reviews w/ Response

All 46 Reviews

Needed some polish

Good effort i would say. But really what it needed was just a bit of polish. In the sense that there is alot of small things that need work.

First, being the character and control. There is not enough friction between him and the ground, he slides around way to much. And the walk animation was broken. He took one step and just floated the rest of the way.

Also there are frame rate issues. First off, i think the overall frame rate needs to be raised. Secondly, when you get that many vector graphics moving around on screen, your going to get some lag. Unless you change the quality to medium or low. Which was not an option here. You have no buttons for it and you took away the right click menu. Lowering quality would have made the game run alot smoother.

There also needs to be more variety. Change the game up a bit every once and a whole to keep the interest of the player.

There also needs to be some kind of icon for the extra points that float down. Simply having white numbers is a little hard to see.

And me score was 0 every time i played, even though i lasted about 3-4 minutes. Wierd.

And one last points. The music you put it sounds like its from a prono, and the moans you made for the character certainly dont help the prono theme either. lol. Accidental funny. Well done.

But the game looked good and th webcam and high score table was a nice touch. So keep going.

Xeptic responds:

First of all, thanks for the very useful review. I'm not exactly sure what's causing the framerate issues, I have however uploaded a new version that should run somewhat smoother. There is an hotkey (q) to change the quality of the game though, as it says in the comments and how-to-play. the objects should be falling down faster the higher your score gets, to make the game more challenging , I'm afraid the effect is a little too subtle so I'll look into that as well ;).

The score is lowered by 400 points every time you get hit, that might be your problem. Because 400 points is a little harsh I lowered it to 50 in the new version.

Thanks,

Well made

An extremely simple game made great by its fluid and unique approach. The icons were very well made, easy to look at and pick out designs. The flow of all the icons was soft and fluid, making it easy to stare at for a long period of time. Music worked great, just enough sound effects (especially when the level goes up, nice sound). You could have possibly added another level of difficulty to it all though. Having it rotate was a good idea, but maybe have it rotate and have the radius of the circle move outwards??? Possibly even having the single icons themselves rotate. Either way, one more little change would have been nice, seeing as how the rotation change was introduced and taken so well.

So, good job. Keep it up. One of my more positive reviews.

Coaly responds:

Awesome review, I'm glad you liked it so much and thanks for the suggestions!

Tis a big one.

Im not sure why, but so many problems hit me when i played this game. I've played a good majority of your games, and there all fairly well done, and this game is no different. But i feel compelled to shed some light on its many shortcomings. Not sure why i feel this way this time.

1. The controls. There very clunky and unresponsive. Im not 100% certain if its the design of the game, or simply lag. Because that is another issue. Lag. It runs very slow. But again, im not 100% sure if this is lag or the game design itself. Either way, its not a good thing. He does not react to my key presses in a short enough amount of time. It seems like there is to much time between the time when i press jump and the time that it actually takes him to jump. This also goes for ground stomping (especially frustrating), walking, and pretty the while game in general. Its a common issue with alot of your games, but i think your overlooking it to much. Maybe you need to sacrifice some of those nifty graphics for smoother gameplay, or maybe optimize the code to allow faster reactions.

2. Level design. Its a pretty big issue. There are some flaws in the overall design of this game and others of its nature that you guys have made. There are always separate paths leading to random platforms in the middle of nowhere. Sometimes, they are random and simply provide a few more egg things. Other times, they are essential to getting past the stage. This poses a problem. I do not feel the need to take every path, nor do i notice every path. This amounts to missing alot of these essential paths. This, leads me to a dead end. It takes me a few minutes to figure out that i cant go foreword any longer, and have to backtrack. Backtracking is a very bad thing. It simply isn't fun. Been there, done that. Also, it causes me to spend countless minutes figuring out how to continue, now knowing where to go. Ignorance on my part is hardly my fault. Its the game designers fault. The correct course of action should be clear, if not implied. Your puzzles really don't make any sense. Like in the little robot level, i need to turn a floating Gear to make a big wall of dirt blocking my path to fall down...it makes no sense. Puzzles are supposed to make sense. You use logic to figure them out. If the solution is completely illogical, then the puzzle is completely lost to random fucking around with everything i see. You need to streamline the levels.

3. I cannot shoot or throw while jumping. Im not sure why this was left out, but it would be nice to have.
4. Being a somewhat vertical platformer, the camera does not work especially well. Its hard to see what it is your jumping on. You need to have a balance between how far your zoomed out, fall and jump distance, how closely the camera follow the character. They need to work together to allow the player to see where he is jumping, what he is jumping on, and avoiding those leap of faiths where you simply don't know where your going to land.

5. The character needs to be stuck on the ground when going down a slope. Up the slope is fine, because he is constantly pushed up. But when the character is going down a steep slope, he just runs off, gravity takes over and brings him back down. What you basicly need to do is the same code you use to keep him above the ground, except reversed, so that he does not come off the ground when walking either.
6. Animation system needs to be more intuitive. EG: When I walk off an edge while walking, the walk animation should not keep playing. There should be a fall animation.
7. Getting hit is no fun. Does not feel like I got hurt in any way. Needs more impact.
8. Dying is not fun. My health depletes (after being hit a bunch of times and not noticing), and it simply goes to a menu screen. No death animation. Music. Nothing.
9. When I was the robot, the white bullet blended in with the background much to well. Often white on white. But of a design issue there.

Now more character space left for positives. But there there. Critical statements are more useful anyway.

Buzzwerd responds:

Wow, thanks a lot for that. It's well needed, and easily illustrates some of the big flaws in the game design. Flaws that I've known, but were never really presented to me so clearly. Most of what you said applies more to David than it does to me, but it does help me pay closer attention to the small things that can make a big difference. Anyways, sorry I can't reply to your long review with something intricate, but a thanks is all I can think of. I'll make sure David reads your review.

Also, it is the lag, big time. For some people it runs fine, but personally the swf runs about 50% faster than the in-browser version. PM me, or give it a quick d/l if you're curious enough to find out how much faster it goes, because it really makes a big difference.

good, but needed more work.

It was a deacent game i thought, but the gameplay i felt needed some help here. It was not easy to pick up and play really. The whole sidescrolling snowboard thing just did not work really well in this case. And i really dont like games that control your jump hight according to how long you hold the button. I dont know exacly why, but i think its just slows gameplay down alot. I refuse to use it any of my games, i cant stand it. I did not think jump accuracy was essential to this game, so i think a normal jump plus the double jump that was in there would have done better. Doing that would make jumping alot more responsive, which is another problem with jumping. I also had no sense of speed. It seemed like i was never going anywhere. Just slowly moping along, not doing much of anything. And none of it make any sense...why am i collecting cookies? why am i jumping through big glowing hoops, that by the way kill framerate whenever i hit them. Why is there bombs on the hill? i just like some sort of coherency to the obstacles i meat up into within games, and this game did not seem to have any of that.

and yah....these are just things i think you coulda fixed, i by no means hate the game, nor am i trying to say its a particularily bad game at all. but you get the point. good luck with future projects.

TrueDarkness responds:

I see what you're saying from all sides. And I agree! For the most part...

The jump bar I feel was neccessary in this game for jumping in between some mines, while jumping completely over other mines. The concept, which we don't have, is something I would of like to of added, but we kind of had a set due-date for this, and we winged the last few days getting this out, wish I which we didn't and had more time to work on it, but all in all it came out decent, and more or less the way we wanted. I also might of liked to add more obstacles, but as we were fairly content with the things we had, we left it alone, and worked on a nice boss for the last level. But yeah, I'll agree with you, and thanks for the support and critique :)

Our next game will be a pretty major project, so no more short game crap :D
-TD

good remake

very good remake. felt like mario for sure. alot of things left out, like changing size, ducking, etc. that i would have liked to see. But...i cant help but not like the fact that it is only a remake, and not alot of thought goes into level, character, sound, or anything in the game for that matter, sinse its all already there in the real game. But, you did well for what it is.

TrueDarkness responds:

Thanks man. I feel the same way believe it or not. I haven't actually played the DS version, maybe once for like 5 minutes in GameStop, so I don't know how the game should actually act... And I would of liked to of added ducking too, so I can have some differnt moves with jumping and super jumping, but there weren't any ducking sprites.. anywhere I could find. =/

Thanks a lot though, I hope people can see it as a remake the way I want it to be, and not the way it "should" be. =D

grade A job

i dont give people 10's on reviews very often, only when it really is deserving. And this is way beyond deserving. It damn well demands it!

Graphics were friggin great, script job was great, and as you said before, the music fits perfecly and makes the whole thing 1000X better. And im almost sure i heard you say you were going to put in foot prints, what hapened to that?

i was playing for a good 20 minutes, which is more then usual. im deafinantly stuck...which is always nice to have a challenging game, but i have to say i would have played alot longer if i was not stuck. I will deafinantly come back and play it again, i intend on beating it.

good job, and good luck with your future projects.

The-Super-Flash-Bros responds:

We're probably going to write up a quick guide to the game and put it on our site - we didn't want to do one right away, that'd be too easy ;)

As for footprints, it would have been nice but I didn't want to push Flash any further!

simple, but good

idea was simple, enigne was simple, but man, it turned out great. The graphics were very well refined, i found them very easy to look at. Script job was well done, i seen no glitches. I normally have larger reviews, having alot of bad things to say, but i cant say i have much bad to say about this at all. good luck in the future.

TrueDarkness responds:

Thanks a lot man, means a lot =)
I'm glad you didn't find anything wrong with this... that wrong anyway.. =p

very fucking good.

so far, score wise, i think it might be a little underrated. but, maybe not. hard to tell. well, good things:

-Looked fucking B-E-A-UIFUL. I loved the interface. The colours, the setup, everything about it. Transitions were good, colours were easy on the eyes, everything very well done.

-Covered a good amount of subjects.

-Music was well chosen

Poblems:

-It seemed as if the art or animation part of flash was more neglected then the actionscript portion of it all. i think this was done because AS tutorials are just plain easier to make then animation tutorials. You dont need screenshots, you dont need to take the time to make good examples, and there is only ever 1 way to do something. unlike animation where there is large variety of techniques to get the same effect, and pretty much an unlimited amount of animation subjects.

-ok, i rarely ever look at flash tutorials anymore. Im passed that point. What i do look at is photoshop and, and if its there, a swift3D tutorial. Like the Ultimate Tutorial, your sections on these programs were sadly done. Well, not badly done so much lacking in content. I really see no point in having a swift tutorial section like you had, might as well have left it out. As well, there was hardly any photoshop. i would have loved to have alot more on PS, i love reading PS tuts. Im very much still in a learning stage of the program. If you had a larger section for that, then i would have easily gave this a 10 instead of 9.

-Fonts. they were small and hard to read. colours were good, and the filters over the letters did seem to help, but that fact that they were so small in parts made it unbearable to read. More pages, larger fonts next time.

So overall very well done. These tutorials are never big enough it seems, but covered enough to help a few people out im sure. Well done, congrats to all.hope this review helped a little anyway.

Depredation responds:

Great, loads to improve on there :). Thank s for the very helpful review, this'll come in handy for the colab '07. Thanks 23450 :).

,Ali.

good

i dont know...it was well made i geuss, it just erks me on how insanely simple of a game it is. yes, i noticed it said mini game, and thats exacly what it is, but i really wasn't exited to play it nor impressed by anything durring the game. with fairly surface level gameplay and graphics that could have had a little more attention, its still a deacent game. but with mini games you really want to catch some sort of exitement in a short period of time. This just does not deliver in that aspect.

overall a bit of a stinker, but deacintly done non the less.

jmtb02 responds:

Yeah, minigames tend to not be as fulfilling. Simple gameplay and graphics were the basic idea, and I couldn't say it was anymore than that.

Although your review wasn't positive, I felt it was extremely helpful, and I thank you for writing it. See you around the Flash forum :).

-John

Nice one

Its a pretty simple idea, a little too simple really, but you really did go about it in a good way. I would have liked more gameplay in it, not to sure how you would inporperate any more, but im sure there is something you could do that will make it more then just, well...rock paper sissors. But, you did well with what was here. Smooth and well done. Goood job on that front.

Dave responds:

I kow a lot of folks will play this game as a standalone, but I almost feel like it's more useful as a tool for a referee to use for keeping score during a live match (i.e. with real people, real hands, and [hopefully] real beer). At the very least, this Flash version is useful for teaching you how to play the game live, where it's going to be much more fun. The best responses I've gotten this past year have been from people who've played this game in public and gotten strange stares from passers-by.

Colin Cove @23450

Age 35, Male

Student

SFU

New Westminster, BC

Joined on 5/28/03

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