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sharpnova

571 Game Reviews w/ Response

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I have an awesome computer and this is so laggy I can't even play it. I can barely type this review because it's slowing down this tab so much.

JackAstral responds:

Weird...it's running fine for me. I'll look into reducing lag!

offensive jesus died for your sins

DBuck-Eye responds:

But still three stars? I'll take it!

Uhm...w th?

No list of controls or tutorial.

You have something there called "tutorial" but it's just a fight like the others. In which you have no opportunity to experiment or learn anything.

Piece of garbage.

The crappy floaty movement sucked anyway.

Harlemblack responds:

the tutorial was actually intended to learn and experiment. did you read the instruction? thanks for the feedback anyway :)

Nice Twine-style game.

Needs some sound though. At least some ambient noise

EnameledKoi responds:

Thank you, and thanks for the feedback. Sounds/Music are definitely on my list for the next update.

Why put so much time and energy into code obfuscation? If the code is visible, then it should be as clear for others as it was for you. Also if that's a top priority for you then you're going the route of the asshole publishers that put more money into DRM than actually making a good game.

Your focus should be on making a fun game. Not making sure that no one can learn from your work or making sure no one can look for cheats in case that's the way they CHOOSE to play it.

Obscuring it just alienates people and pisses them off and drastically lowers their opinion of you, rightly so.

This needed upgrades. It was empty without.

-increase radius of effect of clicking
-increase money per hit
-decrease speed of targets
etc.

DontComplain responds:

My focus doesn't have to anything other than what I want to be. I'm teaching myself good programming practices while making a game once a week. I finished the game and then encrypted the code, I didn't do it while programming so it doesn't take anything away. I don't want to make a game and never finish it like a lot of people I've read. I also don't want to take 6 months to finish a game like I did on my last one. One you rated on too and was hacked (which was okay, I was more happy that it spread around).

---

"People can break it if they really want to" is a very bad argument. Unless you admit to leaving your door wide open because someone can break into your house if they really want to.

Also, and that was the point, the code is not clear to me anymore after adding several layers of encryption. I have a personal reference map so I can reverse-engineer it and whatnot, and reuse it for later games.

And you are wrong on it actually helping people to learn. People don't learn anything more from looking at the code than just playing the game. Unless you are proud of the thousands of clones of Flappy Bird and whatnot. (I'm pretty sure they didn't learn anything from it.)

---

They actually WILL learn a lot more about code security if they look at my code on how it is done. Cause I learned a lot the security flaws in HTML5 apps, I didn't learn much from actually programming the mechanics.

Finally, I don't really care about the opinions of pirates. Not to say I hate pirates, cause I would pirate myself if given the chance. So I will only use the second half of your post as constructive criticism and I will slowly add upgrades. I was just not going to sit on the games for days, trying to think of new upgrades. When I have a new upgrade to add. I will simply update it.

---

I don't know why you are so heated about code obfuscation though.

It's SC.

But you did it in flash and all by yourself. Even down to action queueing. This is some nontrivial stuff. I'm impressed by the technical aspect.

I couldn't really be bothered to play it, mainly because it didn't have a full screen option and didn't handle the mouse scrolling the map rather than minimap clicking better. And it didn't really have a compelling theme or story or novel mechanics that made me have any desire to play.

And yet it still deserves a 5 imo because of the technical aspect. I've programmed an ASCII based real time strategy game before and it didn't have a lot of the stuff here. This must have been a ton of work and it seemed pretty polished.

moligames responds:

Thank you!
My next game will be a steam game, more creative, more stories, more vivid!

why the procedural music? you're using the exact same tool that everyone uses for it and it always generates cacophonous ear sludge

i liked the game itself though.

esayitch responds:

Well, I tried making my own music for it with certain tools like Musagi and BFXR... but I failed miserably... it was a really, really annoying background tune. I also tried using something free, but it didn't really fit, and I generally don't like to use other people's stuff unless they are working with me... So this was my last option xD

I had 8 spots. The other player did too. He got 5 points. I got 0.

End.

BoardShockGames responds:

I guess you get blocked before the other player, so he get's four points from you (your unplaced pieces). The other non blocked players received that number of points as well. The order in which a player gets blocked matters. ;-)
Greetings!

great game other than how annoying it is to accidentally step on a button you didn't mean to and then bam you have to do a long sequence over again.

VFHolloway responds:

Yeah, sorry about that :p I thought it would be a different version of bad stimulus... working on it! read my response for DamonandSky's comment :)

Jesus how did you upload this without playing a level first?

Nothing works. I'm at the tutorial that tells me to place a wall by clicking an empty space and literally no where on the playfield has the slightest reaction to me clicking it.

It's clearly a bug because the game loads and I have never had any issues playing a game on NG.

Hoork responds:

Thanks for the review. I have become a little more aware of my mistakes.

I had played in my levels. A Lot. It's not a bug. The thing here is that at the start of the level you have zero $. You can not build walls at first turn. Just do next turn and then counter should have more than zero $, and then you can build walls.

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