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Sushin00

35 Game Reviews

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I think the general aspect of the game is rather well balanced and executed. The tutorial made the game easy to understand, but I found the day to day pace of the game a little lacking in excitement. All the reading to slow down the game, and towards the second half the game I was just clicking through things and allotting my workers to the spots that had low resources. The story that comes with the events ultimately has no impact on the game. If instead, for instance, you could get a notice that a group of bandits was coming, you could read that and decide to prepare for it. Instead, you get a notice that bandits have attacked and some of your ammo is gone.
Considering your background, I'm excited to see what you make in the future as an independent developer.

KoberGirl responds:

Great suggestions! I will keep them in mind for the future. Very helpful feedback.

I appreciate the simplicity of the game. The controls are easy to pick up and the game is very welcoming to play. Some of the goals were lost on me before I looked at the instructions menu (which I would urge you not to expect players to do) and I ended up quitting when I felt like there was no ultimate point to the game. The mechanics kind of remind me of cleaning up my bedroom. The only reward is unlocking deeper areas, which may be interesting to explore, but I don't think it's very rewarding since you are just cleaning up more meteorite to get lower. There didn't seem to be an obvious overarching goal or anything like that, which left the game falling short in my opinion.

For some minor details, I didn't have any idea how to grab behind rocks until after I read the instructions. I can assure you that a vast majority of players have this same problem and never figure it out. Also, the hook thing can be a little tedious to use because you have to wait for it to come back every time you shoot it. If a player misses a target, having to wait for it to come back every single time can be very burdening. I would suggest having the hook reset on each click at the player. It may not make sense but it gives the player more autonomy over their actions.

jadecascade responds:

Thank you for the feedback and constructive criticism Sushin00. We debated a lot on how to tell the players about the grappling hook having the ability to move through rocks while retracting.

I hope you'll try again in the future. I assure you there is a tough battle and a big meteor down at the bottom of our little ocean. (It's not as deep as you think!)

I'm going to bring some balance into these obvious sock-puppet reviews with my own opinions. (Note that every review before this one is from an account made within the last week)
The unskippable several minute introduction cutscene and wall-of-text tutorial levels make this game incredibly inaccessible and hard to enjoy. To add to that, if you don't read the tutorial fast enough, the "poor suicidal princess" jumps and forces you to redo the tutorial level multiple times. I'd like to also add that the princess offers no emotional value to the story, as every single level I played ended with me saving some copy and pasted woman falling from a building of her own volition.

By level 5, the game has offered me nothing interesting but some poorly designed levels that take less than a minute to complete. The mechanic of jumping and falling could have been better explored with more interesting level design, but the levels this game offers are incredibly lazily built. Even so, the mechanic of jumping repeatedly to jump higher is simply tedious, not fun.

HenerzH responds:

Let me clear one of your concerns up straight away, you can skip the intro with a simple slap of the space bar or start button. Which it does say at the beginning but perhaps you missed it as it is subtle.

You may have found it very easy to get to the end, this makes the game accessible even if the tutorials don't do so well to do that. But I bet you didn't find it easy to get 3 stars on every level, if you do you may realise the level design is far from unthoughtful and lazy....

You are entitled to your opinion. Although there's no need to be this harsh, and I'd say it borderline goes against the Newgrounds code of conduct.

That said, the game hasn't been in development very long, and it definitely needs work I agree, I can appreciate what you are saying about the long introduction and awkward tutorial, that definitely needs some work for sure. I just wanted to make sure first time players didn't miss the intro and was trying to set the scene in an amusing and yet dramatic way.
The save function was suppose to let you skip this completely in future play throughs, but that is not functioning correctly just yet.

I was never going for strong emotional value, so no surprises there. If anything it was just meant to be quite a funny way to get some good fun gameplay, nothing emotional intended.

As for the reviews, you are completely right in what you said, but I don't think my friends wanting to support me with my new game is a bad thing, so they set up accounts to do that, and they are still valuable, valid and truthful opinions.

If you didn't enjoy it, that's fine, I'd like to believe you perhaps missed the point of the mechanics, but not everyone can enjoy it. To say it has poorly designed levels is really quite harsh, but they were designed around the mechanics which, if you don't appreciate them will seem not so good I suppose.

I didn't want to use the standard platform mechanics so it can seem a bit weird at first.
To call it lazy, is just plain wrong.

The mechanic of jumping higher can appear annoying, but there is a trade off factor between charging your run and jump, so you can't simply keep pressing jump and do well in all the levels, it is quite thought out, I assure you, I spent time designing and testing the levels repeatedly to make sure they suited the new mechanics and offered a balanced challenge.

Another thing to note about the intro, is that for many people that was one of the selling factors of the game, but it should be more obvious how to skip if you want to.

As for the repeated woman, not only did I have a lack of time, but how many classic games have the same princess at the end of each level!? Super Mario, Super Meat Boy. I don't see how this point is negative in the slightest!

To wrap up.

Not every review before yours is from someone signing up in the last week, the one before yours is from the owner of this very website and he has given me 5 stars.........................

Please be a bit more constructive with your criticisms in the future!

The concept is interesting but the execution is incredibly confusing. I suppose the point of the game is to destroy all the other planets, barring the sun, but I have no idea how to make good choices in this game. I can't see health of other planets, assuming there is any and that I have to lower it. I'm not entirely sure how much health my planet has. Found out that shooting some of the floating circles giving my bullets power ups, but on another occasion, shooting one sent me to the title screen, and sometimes they appear to do nothing but delete my bullet. I hope you can improve on this concept in the future.

Vyntershtoff responds:

Well... Your main aim is to destroy one particular planet. If you're playing PvE then it's a red one. Otherwise, it depends (Red one, if you are a host and blue one if you are a peer) . You have two health bars on top of the screen (yours and opponents). You're right. you can't see other planets health - my bad. When i designed this game I wanted to draw different pictures for different states for each planet, but I just didn't have much time before deadline. I don't know why power ups are acting so strange - I'll figure it out. Thanks for your review, cause now i know that I should think harder on clarification and tutorials)

Thought it was interesting at first but as I played it got boring fast. The mechanic of throwing pebbles, while neat initially, is ultimately a tedium. I was rapidly tapping Q just to light my way and my finger got tired of it, and it basically just turns into an annoying-to-use flashlight. If they had a limit, or if they stayed lit up, they would be much more interesting to the game IMO.

I turned off a machine under where I spawned but I didn't recognize that it did anything at all, but I think a sound stopped. I ultimately stopped a little bit after that because I died a few times. Are you sure the game needs death? It seems a little bit more like a narrative adventure game, not a challenging platformer game. Consider what the game would be like without players being able to die and having to start over.

grandbrinus responds:

About pebbles, i was affraid to build an impossible game without any light. Thats why i've let a way for always having a solution for that point. I cant let them lit up because the constraint was : no sounds, no light. But your comparison is great.

About deaths, i didnt ask myself with that, because in my games deaths are used for scoring system. Nevertheless, a narrative game is not a bad idea. I'll keep it for the future.
Thanks.

Before even getting time to figure out the controls I was being assaulted from all angles. The movement is a too slidey to expect the player to dodge bullets purposefully, which is their only means of defense. There's a huge lack of feedback for when a bullet hits an enemy, though it is nice that you at least added the numbers. Ironically, numbers are a bit of information overload when there are so many on the screen. I would suggest using color value to convey health instead.
Also, many of the powerups appeared where there were tons of enemies, and it wasn't easy at all for me to get them. What most games do to mitigate this is to have the powerup slowly travel towards the players screen direction.

jogosgratispro responds:

Thanks for the feedback. The controls can be found in the first screen and in the games description.

The game was made hard on purpose, there are too many games in the same genre and most of them are too easy.
In order for you to get to the boss in this game you will need to be fast and smart. You need to attack quick and get the powerups within 5 seconds or else it will disappear.

Some features will be updated this week and more things will be added.

Your game would benefit greatly by teaching players the controls, followed by what they can do and what they have to do. I was pretty confused by the art at first, as in, what's in the forground and what I can interact with. Still don't know what clapping and rubbing against plants does. I ended up beating level 1 with some trial and error learning but I had no desire to continue playing.
Also...when I beat level 1 I was assaulted by the noise. It was more like a penalty. Try the "trigger once" event for sounds.

friedfishcomics responds:

Thanks for your response. The sound issue is something I'm struggling with. Will try the trigger once thingy. About the controls, really....??a game this easy needs a tutorial? I think reading the info says it all and to be honest I think we need to go back to the old days of the arcade were we learned to play a game by playing it instead of having endless tutorials.

The core mechanic of the game was actually done fairly good, but one of the biggest problems is the lack of any kind of useful tutorial. While you did have a tutorial, I didn't understand at first the difference between the red and blue targets, and then the green targets that appear half way through the game.
Also, there doesn't seem to be any actual point in defeating individual zombies. The background could be a blank screen and it would effectively be the same. I would have liked it if the zombies had health displayed, and the number of zombies in the level was displayed. With that, players could understand pretty well how much progress they are making through each level.
The last thing about this game is that the pacing can make the game pretty boring. Aside from the map, all the player is doing is the one same set of actions, clicking on the circles, and without a spacer of some kind, I think that gets boring faster. Other games deal with this by adding things like story segments or upgrade menus.
Overall, I did enjoy the game once I understood it, and I was eventually able to understand everything it with some trial and error, but the game got boring due to the repetitive actions.

While not a particularly bad puzzle game, the theme of the game is perplexingly unfitting.
I see you attempted to make sense of it but reading the first sentence description of this game after playing it makes me feel like you uploaded the wrong file. I'm not playing as a Ninja Captain. I'm not on a mission. I'm not destroying a Samurai Pagoda. I'm making poorly placed cannons (at least that's what I think they are) shoot themselves somehow by slashing at them.

Between the disconnect of the theme, and the unengaging puzzles (Sorry but I got bored of this game after 7 levels. Way too easy.) I have to rate this game poorly. I would give more points for art, but the art is only good in the UI. The game itself has art that is particularly unlike the rest of the game. Watching the title screen and the transitions made me think the art was going to be flowly and emotional, but the game art itself is psuedo-3D and robotic almost.

josh-tamugaia responds:

Thanks for the review and I am sorry my inferior game design and development skills are insufficient to please someone that is experienced in this field, such as yourself. I do realize I cannot please everybody but I'll definitely try harder next time to make my games more "unperplexing" and "fitting", so even those who get bored easily will still not lose interest. Maybe I can use some of your games as reference. Also, thank you for one star. I appreciate it too. ;)

Even though it's not really a GAME game, it's still a very interesting piece of work. I wish you handled the fuzzy screen move-too-much thing a little better, since it could simply be remedied by not moving for a moment, ultimately just making it a little annoying, but the experience behind the game isn't boring at all.

Game designer. Currently working at Gearbox Software and working on side projects in my free time.

Stephan Haldaman @Sushin00

Age 34, Male

Student

DigiPen

Seattle, Washington

Joined on 1/21/11

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