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sharpnova

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does this game make any kind of overt acknowledgement of its direct papers please inspiration?

also why don't you explain what gulag means?

what's the point of the fourth weapon? same attack yet higher price.

JackAstral responds:

Just a typo :b I've fixed it now.

The quest givers wouldn't let me click them or interact with them at all. I just ran by them and proceeded to the next level.

Could you include instructions on how to do that part please?

This game needs a tutorial.

Guy-Unger responds:

Counter-intuitively people don't always seek rational explanations and solutions to their issues but rather a nurturing soul where they can vent their emotions, this game aims to teach players this enlightened way of treating one another

This game was fantastic until it started relying on reflexes and accuracy on the fly rather than problem solving.

no color coding of missions to show which are locked completed etc.

the dialogue in mission 3 starts with "my defences are rock hard" you should have said "rock solid" "rock hard" refers to a man's erection.

dialog isn't skippable until a certain amount of time after it appears. i'd like to be able to click it away instantly. one click to finish the typing of the dialog instantly. another to dismiss it

also another dialog thing: it's "death with dignity" not "death in dignity" you are confusing the grammatical structure of different phrases.

probably the biggest sin and by far the most inuriating: i had 2 skill points. i saved them and earned 2 more and i still had 2. this broke the whole game for me and i stopped playing.

so are you phil fish?

absolutely terrible handling.

infuriating the way when you try to jump forward you always scoot so far forward first and die every time.

additionally, level 17 is impossible. you should probably make sure your levels are possible, eh?

and i HATE the vertical-heavy jump. it feels terrible. plaeyr empowerment is important.

this is crucial game design philosophy 101

I just can't stand the sluggish movement.

One of the fundamental tenets of game design philosophy is player empowerment.

Having sluggish or frustrating impeded movement accomplishes the opposite.

mmankt responds:

don't get it. seems pretty fluid to me.

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