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SkyFire2008

25 Game Reviews w/ Response

All 55 Reviews

This is pretty good. My main issue, though, is that there's little reason to replay the game, cause despite the randomized level, the main loop is still the same: you just run around collecting gems. And there's little reason to venture outside the small area you spawned in, cause you'll be going into territory that has no gems, while the area where your minions are usually has plenty that you haven't collected yet.
It's also not clear why there are explosions going off.

Also, 130 MB? Was there really no way to compress the game a bit?

KITATUSxFriends responds:

Hey, thanks for the review! The feedback is taken on board and helps me make better games in the future :)

Minimalist, but fun. What else to say?

EDIT: no, wait, actually some indication which color I'm going to switch to next would be good, cause I keep confusing them.

EDIT2: oh, there is an indicator for that, I see it now. But it's not very useful, cause it's at the top, while the player has to keep looking at the middle of the screen so as not to get hit.

siddikinz responds:

Thanks for the review!
Perhaps a small indicator above or below the player would be better?

Hey, this is pretty good. One issue, though: a game that is meant to be difficult so that the player fails many times should also let the player restart instantly by pressing a single key or something, the way Hotline Miami does it, for example, and not watch a fade out, then a fade in of main menu, then press a button... they'll just get annoyed and quit.
Also, there's a bug: you can land on enemies but instead of crushing them, you kinda slide off them, and they kill you.

FFuriousDuck responds:

Hey !

Thanks for testing my game, i'll fix the bugs soon !

Thanks a lot !

The game is fine, but I had two issues:
1)The character's inertia is too high for such a game that demands a relatively fast reaction time. It takes you too long to speed up to evade an obstacle such as wall spikes or a bullet and he slides too far so that you'll often run into spikes on the floor.
2)The character sprite is too big, which compounds with the previous issue.

Prox276 responds:

Update 1.2.0, which will be releasing tomorrow, should address the former by making the player more responsive and slightly faster. Thanks for the input! :)

Why is it faster to reload the page than to watch the death animation play out? Don't waste my time.

CheeseBaron responds:

Depends on the internet connection i think but also boi why you gotta die so much that its a problem lol

Firstly, fix the embed width and height ASAP, the game doesn't fit inside the iframe. Also, sometimes the shooters spawn inside walls.
Other than that I can't really say much, running around shooting the same enemies with the same weapon gets kinda boring quickly.

Doorlock responds:

Click the blue full screen button to make it full screen
and did you go to the controls menu that teaches you other controls

I have some issues with the game:
1)Some tree branches are walkable, but it's not indicated graphically. If I were you, I'd make them more distinct, like give them an outline or something.
2)There's a short delay before you start double jumping, which feels awkward.
3)It makes no sense that the guy with a helmet can only be defeated by goomba-stomping, cause the helmet is supposed to protect you from things falling onto you from above.
4)When you restart the game, it stutters for several seconds before restarting.

Other than that, I think you can make it into a decent game if you put in a little more time, cause right now it's just too short.

LongJumpProductions responds:

1. You're right. I am not even sure why I have that one tree it doesn't really add anything to the atmosphere or the gameplay, and it could also easily be mistaken for a background element.

2. The delay is supposed to be there, but maybe I should do some more adjusting to make it feel a little more natural.

3. The green jacket he wears is supposed to be an armor, which is why he can't be defeated by your attack, but I guess haven't really made that very obvious. The helmet guy is actually a lumberjack, which is why he wears a helmet. And the defeat animation is only temporary: stomping him was meant to only stun him, there was an animation where he was supposed to get the helmet down on his face when he gets stomped (I DM'ed you a sketch to show you what I mean) but because of how short the game is I thought that would overly complicate a very simple game, it would also be difficult to animate with the model I currently have rigged of the lumberjack. Even so, maybe I should consider removing the helmet all-together if it goes in the favor of better visual communication

4. Clearly my programming skills are very basic. I knew about the stuttering, but I couldn't manage to do anything about it. The double jump's sound effect also stutters, although the sound plays very quietly so I am sure you didn't even realize it had a sound effect.

Sorry that the game is so rushed I published it to newgrounds mainly so I could share it to my friends and teachers. But it is still a really interesting experience to hear about what strangers think of my first published game. So thank you for this helpful criticism, it is greatly appreciated! :)

Enemies spawning right in front of you are pure bullshit, but I love the dynamic shadows.

ZenoGameDev responds:

you are right, maybe I should make the fov of the player wider, btw thank you for liking the shadow effect!

The controls are, I would say... unpleasant? I mean, you press a movement key and the character quickly jolts into the movement direction, as if he is lightweight and quick whereas when running you release the movement key, but the character still continues to run and then slides quite a long distance, as if he is heavy and ha a lot of inertia, and those two things are inconsistent with each other.
This also means that you have really bad air control, which makes it hard to land on enemies.

The art is really pretty, though.

I also think the game could benefit from background music, a story and checkpoints or lives, so that you don't restart the level each time you make a mistake.

Propelar responds:

Noted!
I'm already working on new projects with all these in mind! Steady movement, background music and a story! I'll do my best to improve based on all the great feedback from here, one step at a time!
Thanks for your time!

Hey, that was a pretty enjoyable game. I liked how you even have to use some tactics(e.g: first kill the enemies shooting rockets, and only then kill the one that shoots EMP charges cause otherwise you get overwhelmed too quickly). I have some ideas for improvement, though:

1)Make the player ship's collider a bit smaller. Sometimes when you get hit, it looks like the missile was nowhere near the ship and it makes you angry.
2)Show a different ship sprite when it's destroyed.
3)Add some music.
4)Add sprites for enemies, cause otherwise they're too abstract now, and don't fit into overall art style.

UkuNano responds:

Thanks for the feedback!

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