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5 Game Reviews w/ Response

All 17 Reviews

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 :-)

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.

Mah eyez!

The changing colors was pretty bad, in truth. Keep to similar color schemes, or make it easier on someone's eyes. I like the changing tactics towards avoiding the dead-zones, but like someone stated, all the losing messages are far too negative. They aren't funny at all. They made me want to close the game. Stick with something as simple as "Loser" or "You died!" Yeah, it's something slightly negative, but it isn't so bad that it's inappropriate for those who haven't played League of Legends or Call of Duty.

Also, I found I was able to cheat many of the levels by simply moving the mouse off the game screen . Even some of them, I could simply quickly move the mouse to the winning point to win.

UltraHammer responds:

Sometimes, cheaters deserve to win.

I had to stop at Day 3.

Day 1: I missed the first time, but hey, even hitting only Platformer is fine.
Day 2: The movement feels too "slick" to really control that well. Particularly for the size of the jumps you have to make as well. I'd prefer either smaller jumps or more traction for speed and and whatnot. The former, more so. Or, you could give me a double jump mechanic. I wouldn't mind that! It's just, in order to make 3 of the jumps, you HAVE to have full velocity, and you can only barely achieve it in the small gap of running space before the jumps.
Day 3: The shooting enemies are a fine addition. The cloud enemies are far too random to really predict their behavior. Combine that with a rather difficult movement system and you can imagine my frustration. I could only barely make it across the first major chasm after losing literally 1500 points on trying and retrying. On another note, the "detection" for the enemies and bullets seems random and off. A few times I died, the bullet clearly missed me. Same with the cloud where I didn't even touch it, but maybe clipped a few hairs away from it's corner. Were it me, I'd replace the clouds with a ground based "skeleton" enemy of some sort, and make their movements slightly more predictable.

I love the concept, but the gameplay implementation feels far too punishing and random to really be fun. Then again, I might just be a baby over it. I never did like platformers which relied on 102409158 deaths to finally win.

JeffersonTD responds:

Thanks for taking the time to write the review. Answers to your comments:

Day 2: I'll keep that slickness comment in mind when trying to balance the controls of another game. You're a bit exaggerating about the jumps though. One of them needs to be quite precise, but even for that you need less than the width of the player to gain enough speed. For the second longest jump you can jump one full block too early and for the third biggest jump is too blocks shorter than what could be reached in maximum. But double jumps could be an option too of course.

Day 3: I find it interesting that people have such a hard time with the flying enemies, but I'm also happy that you're pointing it out. I'm now starting to see how it is not that evident from the beginning, but once you look at their movement for a moment, you'll see that they follow a clear pattern in how they try to maneuver. The only randomness is due to the surroundings.

I'm happy you like the concept, and no, it's not really being a baby over it. It's just a matter of taste, really. Some people like a higher difficulty level, some don't. Feel free to pm if you have further comments.

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