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sharpnova

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Good dialog and the art was wonderful

No sound hurt immersion greatly though and I wasn't able to stick with it.

Rose you for that.

Don't know what blue dot rampage is/means/does.

And boring otherwise.

It's very strange that you can't exit a level without going back to the main menu. You should be able to restart a level or at least exit to the level selection area. Just a weird UI choice.

Also it's incredibly annoying that you can't have any control over what weapon you start a level holding. I frequently forgot that I had to switch to my laser at the start and then I'd take damage and then it was a choice between letting my guy die (slowly because of invincibility timer) or exiting, going to play level, and scrolling over to my level.

Also upgrading the laser has no effect on its damage. No noticeable effect anyway.

I hate the unavoidable damage. Like on boss: wr. He fires tons of unavoidable shots. If you're going to let him fire arbitrarily across all three tracks, then let us move arbitrarily across them. Don't have gaps.

Also on that boss, the explosions from my shit hitting him cover up so much horizontal that I can't see his shots until it's too late. Stupid oversight on your part.

On my tenth try on him because of unavoidable damage. I thought game developers had learned from that design mistake. I guess there are some that haven't learned that yet. Well here is ME teaching you right now. Learn it.

I see now that upgrading weapons gives them an ultimate shot. The game didn't tell me that. The Author comments did.

Heard of player training? It's a thing. It happens in the game.

Well I beat it and got all the achievements and it was definitely a good game and I'm looking forward to more.

I'm glad we had this talk and I was able to teach you the things that I understand that you don't.

very polished. very fun. looks, sounds, and plays great.

too slow though. wish i could fast track movement and turn completion.

did you playtest and notice how annoying it is to try to click things while moving because the things you're trying to click are moving around, sometimes quite erratically due to the player moving around obstacles?

nah.. you didn't.

I sometimes just.. have no clue how people can make such bad game design choices and not really think about how something in their game will affect the player.

When I died and dropped a bunch of gold.... of course I quit.

Of course I did... how would that reaction not be obvious?

It's not a difficulty thing. It's an annoyance thing and makes my work feel meaningless.

Squize responds:

There has to be an element of risk / reward in games, like stories need some sort of tension to make them interesting and push them forward.
There are no lives, no game over, the _only_ risk you run is that you can lose up to 10 coins. Now even when you drop these, you can still collect them, the only punishment for failing ( Which is what dying is in games ) is that these dropped coins don't last as long so it's a little unlikely you'll be able to reclaim them all.
Pretty much exactly the same as the rings in Sonic, but without a lose of life or a game over screen.

Would you prefer lives and a game over screen, so that when you die the penalty is having to click through a few more screens to continue pretty much where you left off rather than a chance to continue exactly where you were at a cost of 10 coins at most ?
I make a game with infinite lives and a minor penalty and that's still too harsh it seems.

the little ghetto urban music you're using really detracts. that is not a mature atmosphere.

it feels like you just want to look cool like all the swarms of NG kiddies that did it when they were 11 to feel hip and cool.

the game overall feels polished but i do't really like the shallowness tbh.

so my biggest complaint is how it's just a clickfest (spam through the whatever to get to the gameplay "element" which is mostly just click and drag.. or just drag.. etc.)

but I have that complaint for every game you do. so i'll just jump to what bothered me the most here

the sound effects are far too loud relative to the music.

and the sound it makes when u click from one panel to the next is horrible. sounds like my speakers are getting raped or something.

ok that first boss.. i have no idea what i'm supposed to do. jump on him? jumping on him is too hard for me to really know if that's what i'm supposed to do.

it just feels horrible. boss is kind of hard to see.

no sound effects except for that stupid fart noise?

how childish.

hostagetest responds:

what happens after losing the first boss?

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