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17 Game Reviews

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A highscore of 8... nice.

I love the simplicity of the game! Two colors is exactly what we need, with one control to switch them. Nothing more, and heaven forbid if you can make it less.

It works great the way it is, however it was a little slow and laggy on my computer. It might be that the computer isn't too good, but it's only a bit behind modern systems that aren't intended for gaming. For the simplicity of the animation and graphics, it seemed rather odd that it was having trouble with this. This lag ultimately locks me at level 8, though I'm certain if I had smoother performance I'd be able to make it to 10 at least.

That said, performance issues aside, it could use even a little bit more eye-candy. I don't know what exactly, but nothing necessarily interested me in terms of graphical appearance. It'd be nice if the lower levels were actually deeper inside a cave and that the levels progressively changed, so that level 10 is a crystal cave or something!

Next thing, I wish the cubes had a better indicator where the drill "hit" mark is, whether it's a crack, line, whatever, it's a little difficult to gauge when it's safe to switch the drill and when it isn't. This isn't a problem up to Level 5, but at that point, I don't have the split second to think it through, and I have to work on reflex. It'd make it slightly easier while retaining a fairly high skill cap.

As someone before mentions, where is the game over screen? Or animation for a game over or something? It'd be nice to see the drill bit break (from drilling the wrong color) and then it shows a flashy game over screen. Additionally, can the spacebar also reset the game right there, instead of having to click the icon?

Also, can I map the switch key to anything? I'd prefer to use my left click instead.

4.5/5 What you have here is nice, and I'd like to see it improved upon! Will play this again when I can on my gaming system.

zerosimms responds:

Hey

Thanks for taking the time to write out your feedback.
I've made a fair few changes since the last release. Now when you hit a block it will turn grey, at this point it's safe to change drill. I've also (i hope) addressed the lag issue.
Oh and I've tried to add a bit more eye candy, level design changes slightly, lots of stars when successfully drilled a block and screen shake.
I've still got a few more ideas I want to play with :-)

Yerp yerp yerp! :D 117 score.

The first time I tried playing this the game appeared to be stuck at the sky screen, so I had to reload it. I don't know if its the fault of the game or the browser, the second time worked. As there isn't an apparent tutorial, if you press S or Down, your character will pick up a rock. Pressing it again will make him throw the rock down. A and D, and Left and Right, are obvious.

I was told that it was made by 2 Player Games... twice. Seems a little silly, but oh well.

Two player implementation seems like a nice idea and I've yet to try it, so my experience is on Player 1 only.

The game's core concept is nice. At first I thought it was incredibly easy which is a good thing, though it took me those first few levels to grasp that I had to not try to carry a rock to each side of the castle. I like that holding a rock slows the character down, as it does encourage on the fly thinking.

The enemies never varied, so by Level 5 I was already bored of the same enemy which took one rock to knock down (or a falling body, which is a humorous addition) that barely dodged at all. Make no mistake, enough of one enemy can be good, but only if you're intended to survive one minute at most. This doesn't seem to take that approach.

Many of the word art graphics are in mediocre quality, while the character models are in comparably much better quality. Everything, but the actual interface stands out to me for quality. It's not that it feels clunky, as much as, it LOOKS clunky. When I see it, I expect a cheaper made game than, well, what you have so far.

Next, I like that the enemies get progressively harder and spawn faster. I love that. I hate that the character doesnt get a relative strength higher. What I mean by that is, it'd be nice if I started moving faster as the enemies spawned faster. Then, the game doesn't have a hard cap on how high of a score I can get, as it becomes based more on player reaction time.

Additionally, as a review before me suggests, it'd be nice if I could pick up upgrades for my rock throwing. Even varying different types of rocks (one which splits on impact, or one which blows up, or one which homes on a nearby target... endless possibilities) and make a certain type be better for an X type of enemy. As well, it'd be nice to fight boss type enemies.

For what it is, a quick time wasting game, it's nice. But it doesn't draw me to play it more and more like it could.

3.5/5 Might Play Again. :)

Very nice little game.

The objects are nice and the physics are decently hard but realistic and expected. Not super realistic, but enough to have to think about falls and what not. I found some later levels a little more difficult than expected.

There aren't really enough levels in there. I blew through the 15 included within 5-6 minutes really. I wish there was something along the lines of 40-50. With a game like this, it doesn't seem like it'd take that long to build that many levels.

This game isn't without it's quirks though. The interface got in the way several times for me, in particular, the green square guy asking me if I'm bored, and the Games With Physics mark at the bottom left. Please, remove them. I clicked on them too many times trying to actually place objects for my physics.

Also, at least a couple of times, I was able to dupe the physics and easily complete the level in a clearly unintended way (used one object out of 3, for instance, or made the star fall in a platform and moved the robot to it).

All in all, it was entertaining, and there weren't any major actual gameplay bugs for me. With the interface problems and lack of levels, this game wins a 3.5/5.

3.5/5 Would play again when/if more levels come out.

I got to Stage 2, mid way.

From a graphical standpoint, I'm a fan. It's well done on the graphics wise. Animations however, look a little cheap I feel. Even so, it could tolerate no changes there and be perfectly fine.

Onto gameplay.

As a person noted before me, there is a pipe where if you simply do nothing, you'll die. If you move to the left a bit as you go down it, you'll land on safety. Point is, the camera moves far too slowly to make sure you stay alive. But also, you shouldn't simply die when going down a pipe!

There are two annoying white bars on either side of the game. :(

Pichu's "head" can break multiple boxes, even if it doesn't hit them from the upper part of a jump. I've hit at least 3 boxes in one swing doing this.

Monsters encountered after the tutorial for the first time should indicate what they do. I was able to figure out the squirtle easily enough, but I died on the Ekans because I thought I could step on it.

Even when I lost all my lives, I was able to just simply continue. Casual as this may be, I basically have infinite lives, because I haven't seen an apparent checkpoint.

When I first encountered a vileplume, the thing came out despite me sitting on the pipe. That doesn't happen in the original game (at least, I think it doesn't).

Pichu's fall needs to be faster. He/she doesnt have wings.

All in all, the game just feels clunky and buggy. Not at all like a mario wanna-be or a clone, which is what it appears it's trying to be.

2/5 Won't play this again. Improve upon the bugs and overall feel of the game. :(

This game, though annoying, beautifully attacks it's premise.

In the beginning, having the jump and left-right glitch out often got me killed, but if you're smarts enough to collect all the energy pellets, that becomes a non-issue fairly quickly. You'll also want to pick up crouch and max it early on as well. Shooting and jet pack can actually go absolutely last, as you use those the least, and very rarely actually put you in a situation through which you can die if it glitches out (even chasms, usually you only need it to work once).

So when the robot glitches out (which it did. VERY frequently), I found myself mashing the button to make it work. Often times, I end up mashing it so quickly that it ends up working, but I let up on the key and I'm back to glitch land while the robot stands there and gets shot. The game encourages quick, but precise concentration. Letting up on that crouch after you finally made it work can mean death for you.

At the end, assuming you collect all the energy pellets, the last level becomes purely about player skill. It's a nice little touch, and I'd actually love to see a sequel with all of this skill implemented (and not probability on whether you die or not). The controls felt pristine (well, as pristine as they can be. They were intentionally clunky for the sake of glitching), and the robot felt like I was in control, even when I saw sparks instead of movement. No sliding, or anything that felt difficult to hold.

The game appears to be relatively bug free, but the hard mode medals did not award to me. It awarded them in game, but it did not show up as on my medals I had gotten below. Slight annoyance, but I can live with it.

Also, Hard Mode isn't much harder than the Normal Mode. The prime difference is that there are far far more purple enemies to fight, and you can level up anything from the start (even jet pack). The scientist has pretty good dialog I think, and I imagine a nerdy voice saying it as if going through notes to himself. In his mind. :>

For the sake of competition, it'd be a nice touch to add a timer for each mission (or playthrough) and put it on a leaderboard. It'd also be nice to see a small hud maybe on the lower right or left with a DD roll to determine the chance. So it shows the roll number, and if the roll number is higher than the probability, it fails. Else, it succeeds. Just an aesthetic.

4.5/5 Would play again. :D

So, brace yourself for it.

D'awwwwww! Cute little whatever the heck that thing is. :>
I like the artwork, and nothing more needs to be said. It's cute and colorful. Particularly the eyes.

I did find several things which bugged me. Firstly, you didn't tell me how to attack. So I had to figure it out after dying twice. :(
Secondly, I'm still respawning at the beginning of the level, despite having gone a decent distance into it. That's a long walk!
Thirdly, you never told me that honey hurts.
Fourthly, when I got up to the tree platform, I fell and then tried to get back on it. I glitched into it, walking perfectly normally, and even passing the barrier that supposedly inhibited movement.
Fifth, I dun have an espaco key. :>
Sixth, I have no idea who my little critter is. Nor a title screen. Nor any backstory for that matter. Just feels a little odd that I find myself controlling a baby something with no reason why.
And finally, seventh, it's unclear what the mana vial things (I assume thats what they are?) and the tea leaves do. I never finished a level, so it might be used for calculation at the end.

Finish ett! Make it better and cuter!

MrAllanDelon responds:

Thank you so much for your comment ^^ Really apreciated it...This is actually a game programming school work, and I really want to finish it. There's a story behind every single thing in the game, but I still need to make the cinematics and stuff, and I will (: Also it looks like I need an English version for the game haha I'm brazilian, so it's in portuguese (espaço is actually space haha so it's the space key)...But your comment was really constructive, it helped a lot. And I liked the fact that you consider my character cute haha Thank you, I'll go after the stuff you indicated ^^ Cya! Oh, and I almost forgot, but the "mana vials" are necessary to complete the level, and the tea leaves can be exchanged by one mana vial in that green girl ^^ (using the space key) x) Thank you for playing it

Okay, this game really needs more upvotes. Seriously.

I ended with 119 deaths; 1262 Left Keys; 1635 Right Keys; 1386 Up Keys, 1238 Down Keys, and 4957 seconds spent. And I haz no regrets.

It's premise is amusingly simple and the different things to do in each level is amazing. I particularly found the mirroring challenges and the ones with the arrow keys not quite working "normally" ones the hardest. The thinking required for the Knights Tour was pretty difficult too, and I eventually just gave up and looked it up.

That said, completing the 49 levels in this was FUN. And I can only say, give me more. I want them. NAO. I went through them all. :D With implementations like shooters, for instance. Or wall jumping, or other various platform novelties. I'd also love to see a more "adventure" premise added to the game, though it stands alone as it is pretty well. It'd just be funny to have a main antagonist that you know about (you know, before level 50).

Level 50 completely caught me off guard and I love you for it. I won't spoil it because I know some people want to see it, but it honestly doesn't disappoint and makes all the struggle for the levels up to it well well worth it.

But another thing that I like is that this game is literally bug free, it seems. Unlike the games I've been playing lately, which had at least one small little flaw, this literally needs nothing changed on it. It's simple, it runs well, it looks great (who doesn't like pencil sketch type of art, come on? :D), and it accommodates to the high score people by displaying the score at the end.

Although. It would be nice to have it calculate a score at the end (encouraging less deaths, less keys) and make that available on a leaderboard.

If this is only "experimental" as the author says, I cannot wait to see the finished product!

5/5 WILL play again. ("What? This thing only lets me give 5? Dammit, I wanted to give a 7.")

ryanclewis responds:

Thanks! When I say it's "experimental" I mean that I made it knowing it's somewhat unconventional. I.e. - there's no real "premise" or "goal", it just kind of starts as nothing and evolves aimlessly. But this is the finished thing and I don't plan on adding to it or remaking it at all.

Basically I've always wanted to make something like this and I wanted to see what kind of reception it would get. But I'm definitely going to continue making games and each one will probably have a bit of this figure-it-out-yourself feel.

The moment I saw the graphics of the tutorial screen, I was impressed! But no title screen, so perhaps the impress is lost. The premise of the game is beautiful, and the art is attractive and amazing! :D

This game earns its 3 stars. One notable gameplay grievance I have is that gravity appears to affect me too realistically. Likewise, there's a rather small amount of upthrust crystals. Its a simple concept, sure, but I'd like the first few levels to at least get a feeling for the thrusting before I'm stuck with that one upthrust crystal every so often.

Not from 0 as it does here.

3/5 Would play again with improvements. :D

Like dsmith said, the power of the cannon needs to be more effective. I can't fire at the maximum range much at all. It'd be nice if I could alter the power as well with say the arrow keys, and simply change the angle with the mouse.

Aesthetically, the artwork looks nice, but I'd like for the different ammos to have a different color. Not necessarily the barrels though, as I'm certain this game does try to make the player use his/her math skills (even if its basic).

It'd be nice to have all the ammos mapped to 1-0, so I could change them without having to click it. And add a 10 and 100 type ammo.

Besides that, no complaints. It is what it is, and I like that it doesn't try to claim it's more. :) 3.5/5

Pretty fun, simple concept, no complaints on it.

The jumping feels a little difficult to do (gauging the jump strength is a little difficult). It might be a child friendly game, but landing on each platform isn't the easiest of tasks. I very often found myself missing it by just a little bit. Maybe if I played it a bit more I'd do better, dunno. Correcting myself in air is just as hard to do. Because of this, I couldn't even complete the first level. But I only tried it a few times.

Also, sometimes the snails would not collect for me, and the dragonflies would fly higher than the frog can reach.

The artwork is cute and beautiful for a game extremely targeted at children. And the animations are simple and perfect for it. The physics as well, are present but not necessarily doing much of anything (I almost made a log vertical, but the froggie was perfectly find and stuck to it). I would definitely say this game would be perfect to play on an iPhone or Android.

Age 30

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