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SkyFire2008

25 Game Reviews w/ Response

All 55 Reviews

There are several issues with this game.

Firstly, the paddle's inertia is too high, it takes it forever to accelerate to catch up with the ball, meaning that it will fall and you will lose health.

Secondly, the ball occasionally loses energy, which means that eventually it will get to a point, where it can no longer reach the blocks and the only option for you is to let it drop and lose health.

Sure, you tried to mitigate the aforementioned problems by giving out copious amounts of hp bonuses to player, but it leads to another problem: the game stops being challenging, and it becomes easy to beat it by just moving the paddle under a column of blocks, firing the ball, letting it destroy the column, dropping it and moving to the next one, which is not fun, but is an easy and fast way to clear a level.

KobaltSteel responds:

Hmm... I see; I think I will just drop this gravity mechanic for future games like this, since it just created too many problems

Thanks for the insight, btw! I'll keep this in mind!

The basic gameplay idea seems solid, but you should really work on the assets, cause crude low-poly models of the ship and island don't go together with pixel-arty waves.
And the levels are too primitive, the entire game can be completed in 5-10 minutes.

Also, the music loop gets really annoying, cause it's so short.

NickTheSic responds:

Thank you for the feedback! I do plan to work on this a little more, hopefully I can clean up the Art and music, as well as add more levels.

The weapon is so low-ranged, that you can get easily damaged by the enemy, if you want to get in range.
The physics is glitchy, you can get easily stuck on a wall when jumping, and you slide down hills.
Boss can change jump direction in midair, which feels really cheap.

Overall this feels like "my first Unity platformer, that I created following the tutorials".

nulledwine responds:

I've followed a few tutorials for past platformers, this is the first one I tried making on my own.

I'll work on the range and physics, thanks.

Edit: Increased range, getting stuck on walls, and boss jumps

The physics is very glitchy, sometimes the ball just flies back when it hits a wall, and the angle of its rebound from the paddle seems to be random, while it should depend on the distance from the paddle center, so that you can control, which direction it flies.
Also, the field is too tiny for such big paddles and ball.
And add a score counter.

BriansBrain96 responds:

Thanks for the advice I addressed most of your concerns, however I still cannot get the score counter to be visible in HTML5.

The screen is too small/too zoomed in on the character, you can't tell where you're going and you can't see the enemies, until they're too close to you. This feels like artificial difficulty.
The gameplay itself is alright, but it lacks variety and gets boring really quick, so adding the power-ups is a good idea.

Please don't upload alpha versions to the portal, keep them for sites like deviantart.

venoxis responds:

this is mainly to see if their is people interrested in it, im doing it completly. thx for reading the description the game look great when played full screen.

also note that ive spent about no more than 10 hours in this game so far so im quite happy with the result so far for a first game

why shouldn't i be able to upload alpha version? ive seen plenty of demo and stuff like that on here and you get to play something vs getting nothing, why complain? no one forced you to play you know.

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