00:00
00:00
Sushin00

18 Game Reviews w/ Response

All 35 Reviews

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.

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. ;)

Wow...I don't know if you were trying to do something new but it sure as heck didn't work. The combat controls are incredibly awkward seeing as how you can only attack while standing still and your reach appears to be about half your body length, and the boss fight, while putting it early on isn't the worst choice possible, inflating the difficulty/length by giving it a ridiculous amount of health is unacceptable. I have no idea what could have possibly made you think this was a good idea, because it ruined your game that otherwise looks like it's pretty good.

Maybe there is more to this game, or maybe I'm missing something, but I am definitely not wasting my time on a boring, button mashing boss fight to find out.

rhys510 responds:

Theres not too much health XD if you get the best weapon you do 12x the amount of damage and you can kill him really fast that way :P

I really like the idea of a character that can rotate and fall down in a platformer, and it's something I have thought of as a game idea after forgetting to lock rotation on some of my other platformer games. However, the only fun part of this game really is watching the character wiggle and rotate as you jump around. Platforming in and of itself is not fun (for more than a minute), and failure is especially demoralizing when you have to start all the way over.

That said, there seem to be a number of bug "features" in the game (you can stick to walls if you press into them and jump in mid air if you fall off a ledge. And you can essentially wall jump). They don't really hurt the game but I'm almost certain you didn't really intend for them. You can also get outside the level in level 2.

Lastly...the controls are bad. Enter, Arrow keys, and Space. and mouse. This game is simple enough to allow the player to play with a single hand and yet you require not only both hands, but also for the player to move their hand to and from the mouse (during level select).

Overall, the game mechanic simply needs more to interest or engage players in the game. The game in all areas falls pretty weak, in story, mechanics, controls, overall gameplay, even UI.

DarkPrinceVI responds:

All the bugs you mentioned were things I added on purpose. When my friends and I play, we enjoy using those supposed bugs to our advantage. Though I do understand where you are coming from. As for the rest of your review, I can see where you're coming from, any game can be better, though this one will get better. Right now you have played part one which intruduces platform mechanics, while part 2 will have some more,
but first ill remake part one.

Two things.
1. You can stop your velocity in mid-air by jumping. Seems like a bug to me.
2. I really, really hate how the jump like thing twitches into a different length as the power of the jump increases. It makes timing hard and unsteady.
3. Fun game mechanic but the tired mobile-style game format with short back to back levels doesn't appeal to me.

HeroPunchTeam responds:

Thanks for the feedback... The aiming is now fixed!

Seemed like it would be an enjoyable game, but the well made atmosphere is wasted, as there doesn't seem to be any coherent story elements after the picture in the beginning. I didn't play for long so forgive me if I'm wrong. The gameplay at first seemed pointless, as you were just required to keep the dream mode on for the entire level, but then I saw there was a point to switch it on and off, but really, instead of making this more of a puzzle game, it made it more of a frustrating, hard, timed jumping platformer. Again, forgive me if it's different later on, but I couldn't get past the third or so electrocuted floor after dying numerous times in a row and lost interest.

ladace responds:

Well, the real puzzles come after that level, and new stuff emerges. So forgive me too if I made the levels before them a little bit difficult.

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

Level:
8
Exp Points:
582 / 710
Exp Rank:
> 100,000
Vote Power:
5.00 votes
Rank:
Civilian
Global Rank:
86,312
Blams:
10
Saves:
57
B/P Bonus:
0%
Whistle:
Normal
Medals:
259
Gear:
5