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sharpnova

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i walked left off screen after i gave the fish to the duck and i couldn't walk back onto the screen. but i could hold down the right arrow and the scene progressed to the right. i'm assuming i was falling infinitely and just moving in mid air to the right. however when i reached the right edge of the scene, it wouldn't progress.

therefore bye

the screen tilted sideways but my guy didn't fall to the new "down"

pm me and i'll teach you a little about physics.

have a fresh 0.

incredibly short. incredibly easy. i got every puzzle instantly in a few clicks. the last one was just ridiculous. move all to center, rotate.. ur done.

the design was awesome though. you just need to make it longer, harder, and have upgrades.

just kidding about the upgrades.

seanjames responds:

Haha, nice. Yeah, definitely going to make a longer one. This was just a test. Thanks for playing!

intro was way too long and unskippable. at least not by any standard obvious way and therefore unskippable.

i don't like brawlers anyway. i don't know why anyone does other than nostalgia.

sponsor ads with loud annoying voices are completely unforgivable.

i closed this the instant i heard that idiotic stock screaming sound.

childish, immature, amateurish, annoying... and.. done.

boosters don't work unless you hit the down arrow first.

such unintuitiveness. uninterested in this.

jjwallace responds:

thanks for your reply, however it sounds more of a complaint than anything constructive. Yes you have to push the button to boost. This is a very common theme. How would you improve it, what would feel better to you? How were the other aspects of the game? thanks

Dialogs where portraits of characters are off to the side to show who's speaking are incredibly cringe. Instant turnoff for me.

Additionally, you are using inconsistent art styles. For example Said portraits are at a much higher resolution and level of detail than the sprites and graphics of the game world.

Also the art of those portraits is itself pretty bad. Bad enough that the game would be better off without them. Not to mention it'd be better simply because as I said, having portraits on dialog boxes is extremely childish.

I don't like the grid based movement.

The sprite animations are extremely stiff and awkward.

In world map you can select regions with arrow keys but when you hit enter it takes you to a menu? Whaa...? Yes spacebar works.. but enter bringing up a menu?

Btw, the music matches the art and graphics style of the portraits of the characters when dialog boxes come up. And completely doesn't match the game's graphics. A more chipetunes'ey theme for that would have been appropriate. Though when I first entered the woods.. or whatever they were, the third dot on the map, the music there did fit a bit better.

I get there is only so much you can do with an isometric view, but you could have done a lot better with certain perspective details. Like the back half of a roof could have less vertical length than the front half. Little things like that give it a very amateurish look.

I didn't notice any bugs which is a plus.

Also the narrative was a bit heavier for what the game was. A light more implicit narrative almost always makes for a better game.

Design choices should flow from an underlying fiction understood and planned out by the creator. It doesn't need to be told to the player explicitly.

The game has a pretty good scope which means it definitely took a lot of work. But these are some things that need to change.

Just my opinion. And I'm a professional reviewer for game informer.

TheEnkian responds:

I like the use of portraits when it comes to RPGs, it's a more appealing visual indicator than having to read a name. I will agree though that my art for them isn't great. It probably would have worked better in a smaller, pixelated form.

I tried non-grid-based movement with another one of my games, JUGGERNAUT, and for an RPG it didn't quite feel right.

Enter is always the menu button, it just so happens that it can be used in the world map too. There's no reason not to be able too really.

Yeah, we tried pretty hard to weed out as many bugs as we could before releasing the game. It took a fair few weeks of playtesting, but I think we're near bug-free at the minute :) Hopefully there aren't any more to find, haha.

Thanks for your review, it was quite an interesting read. Glad you still had an overall positive stance on the game, hopefully Chapter 2 can impress you more if you give it a chance.

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