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JimGiant

12 Game Reviews w/ Response

All 38 Reviews

A lot of effort was put in to the art and puzzles but it would be nice if more effort was put in to the story and there was more of a reward for completion.

selfdefiant responds:

Thanks! I will work on it.

With a bit more content and a polish this would be great.

I don't like the score in the middle of the screen in huge letters and it looks a bit strange with zombies passing in front of it.

More levels, weapons and maybe some abilities would be great.

A leaderboard would be pretty cool too.

The mechanics are nice and solid though and I didn't notice and bugs so great job so far.

Fatal-Exit responds:

Thank you very much for your review :D
The game is certainly set to have more content - levels and weapons/powerups added if people are interested.
I understand your complaint about the score, the thing is the game was primarily focused around being a mobile game set to release on UWP and Android, I decided to add the keyboard controls later at the last minute, and launch it on web first. I honestly think mobile players would appreciate the score being there, though I could always customize it for players on KB&M.
A leaderboard is certainly a possibility though I'm not sure how easy I'd find it to code that in. Anyway huge thanks for the review and if you've any more information you'd like to share with me on the game feel free to leave a message :)

Pretty ambitious project with many hours of gameplay. Amazing start but currently lacking a few things which would make it great.

I've got all but one achievement and not quite completed the game yet but I don't feel like finishing it. I accidentally hit the town portal button whilst in town and that means I need to run through the whole game again with nothing to do just to get back to where I was. For half the game I've had all the hero's set and have been relying on the same two techniques so honestly it's got a little dull.

Seems a bit strange having such a strong Egyptian theme when the equipment is inspired by Greek, Roman and Medieval weapons/armour too.

More music would be great, ability to teleport to a particular floor, more verity and a plot and the ability to set a skill to the right button would really improve the game. What you've got is fantastic though especially for a free game.

kor6k responds:

Thanks for the comment, I'm already working on the bug with the town portal; it will be ok in the next version. Concerning mudic, I'm limited with size, that is why I'm only able to include 2 pieces.

It it's current state I think it's only worth 2.5 stars but you could easily get this to a 4 star game with some simple improvements.

First sound options or at bare minimum a mute button.

More gradual difficulty curve. Think how easy the first few levels of monkey ball were.

It's hard to tell where you are in relation to small platforms sometimes. Most 3d platformers have the player's shaddow straight down to make this easier but there are lots of other ways of going about this, you could even have a topdown minimap.

Camera control using the mouse would be great.

The timing needed to bounce up the walls is pretty tight if you must have it this tight maybe make the tutorial wall shorter. Seems a bit unnessisary too considering it's never needed in the actual game (unless it's on the last level which I haven't unlocked).

The tutorial aught to have checkpoints too because dying straight after that and repeating the section is annoying.

I fell off the level using a jump pad and jumping to the left side on the first level with the flashing red kill barriers. This uncovered 2 problems. Inconsistancy with invisible barriors and it doesn't restart the level like it does when you are killed.

Other than that it would be cool to have more of a reward when you complete a level, particles, more triumpant sound that kind of thing.

Other than that what you've implemented is very solid and I hope you continue to improve it.

CrashCZ responds:

Thank you for your ideas I'll do my best to fix theese issues and implement theese features

Solid snake clone with some interesting new mechanics.

The single biggest thing you could do to improve it is to find a way of making the early game more interesting. This is an inherent problem with virtually every snake game but you do start very slow and you have a very large play area compared with most which is good but exacerbates this problem. An option to chose start speed and maybe a checkpoint system could make a huge difference.

I scored about 10m but it didn't register for some reason, I don't really care but this could really annoy some users. Maybe get it to send the score at a more regular basis such as every 10 pickups.

A few more UI elements such as current length, multiplier and speed might be good but I do kinda like how clean it is at the moment. I don't like the +1 indicator for speed because without knowing your current speed or base speed it doesn't really tell you very much.

Pause would be really good.

There's also an issue with food spawning inside the snake body which happens quite often when the snake gets long.

Apart from that it runs nice and smooth and you've got the basic mechanics nice and solid, I really hope you continue to develop this and if you need any help send me a message.

nitinkumar25195 responds:

It just got stuck in my mind to just keep it simple. Displaying all that info as you pointed out will not look that clean and simple. Therefore there are those popups with each power up. About the speed there was a plan to incorporate speed plays and boosts but i will implement in maybe some other project. I will soon release a version on itch.io that might incorporate those ideas.
I will add the pause button soon.
Thanks for the feedback.

Solid 4.5 Stars by NG standards. Had a lot of fun with this one but that being said it's not without fault:

1. A couple of times loading stopped before fights and I had to reload the page. Perhaps some form of detection for this and reload attempt?

2. Could do with a few quality buttons, faster world map speed etc. I did find it just a tad slow at times.

3. Could do with more shop/inventory options. Organise shop items by price, Sell all, lock item, quality indication colours etc.

4. Got in to a wizard duel when I only had healing/silencing skills and the fight never ended so I had to reload. Could do with a forfeit button, countdown timer or perhaps mages attacking with melee when no damage spells and is alone.

5. Interrupting gameplay to tell me Vorag is trying to escape puts on pressure in a way I didn't like. I don't know if you get a gameover if you're too slow but I didn't want to find out and this put me off from exploration. You're generally better off rewarding players for playing how you want them to rather than punishing/pressuring them for not. Good talk on this subject here: watch?v=7L8vAGGitr8

6. Axes chop, they don't slash and broad curved "sabres" are very poor thrusters/piercers. Probably not an issue to anyone who isn't a HEMA enthusiast but if you are things like this are disappointing. If I was to modify the engine I'd have weapons with multiple damage types do different amounts. For example you could have Rapiers do 100% piercing but 50% slashing, sabers 100% slashing but 50% piercing for example and show the weaker percentage.

7. I wish it was longer and you earned things which could be carried over to the next game.

DLord2 responds:

Thank you for very detailed feedback!

Bugs that you've mentioned (points 1 and 4) should be fixed in the next update. We'll consider the quality of life changes as well if we'll get spare resources.
Update: I made fix and published the update.

Fun for a few plays. Would be cool if the camera zoomed out, collisions only counted when small collides with big's mouth and there was some basic AI rather than enemies just swimming back and forth.

RHMGames responds:

Thank you for your suggestions. Zoom can be added as a tool. It may vary depending on demand.

The build seems poorly optimised for WebGL, took quite a while to load and after several attempts. Given the ratio of how long it took getting the game to work vs short the game is I had to take off a full star.

Stripping the engine code and asynchronous loading might help things somewhat without compromising quality if it hasn't been done already. Would be cool to have a fullscreen button as well and it's very easy to implement.

Other than that I love it, not many NG games draw me in to the story and the world like this and I love the Sin City aesthetic. Combining match 3 with combat certainly isn't unique but I haven't seen it often enough to be bored with it and it was well executed.

How long is the full game?

abadonna responds:

Thanks! Yep, it was a quick build without any special optimisation for web.
Full version is also pretty short - maybe 2 hours. But we hope it provides a solid and complete gaming experience.

Heath font is ugly especially considering how much care was taken with the rest of the game. Could do with a mute and pause button too. Apart from that it's awesomme.

TomFulp responds:

The health font is actually ugly because it didn't export the font I was using on my end. I really need to update that, I just get scared to because that file was having some serious corruption issues, I suppose due to how much was packed into it - I get nervous about exporting a new version that no longer works right.

This is wheely quite fun.

TALGames responds:

Hehe thanks, glad you liked the game!

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