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sharpnova

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i liked the graphics, music, sound, and concept

i didn't like that during the first boss fight i could only move left and right and not up.. therefore i was unable to collect all the spacedust left behind.

i stopped playing at this point.

u r taken an idea good to use. srry englises is'nt my 1st

and it is real good. ++5 star

smart und good consept

HybridMind responds:

Thanks very much for playing and leaving your thoughts!

I didn't like that you couldn't click a button to go to the next level. You had to go back to level select then select the next level.

I also didn't like the way the clock had to run down to zero even after you find the pony or whatever it is.

A lot like Limbo, which I liked a lot.

Overall the game was decent. But I compiled a list of the biggest problems:

-when you select a button, the UI panels should disapear or at least not block you from placement.

-i played the tutorial levels over again on hard and got no additional stars despite the game telling me i'd get additional stars if i replayed levels on hard

-it was never made clear what food did. whether it leveled them up faster or aided in their healing somehow was never made clear

-the spawn buttons are very difficult to click. you basically need to click repeatedly and in the very center.

-bigger mobs cover the treasure chest if they are holding it, making it difficult to tell if they have one

-the third tutorial level was extremely difficult without upgrades, yet upgrades were never mentioned until... the third tutorial level. it should have popped up and told you to upgrade after the second tutorial upgrade.. or at least mentioned in the third tutorial, when it told you about the upgrades: "hey.. by the way, you know those upgrades we just told you you can do? well.. you're going to fail this level because of a lack of them. so make sure and go get some.. after you fail this level so you can come back and succeed"

-clicking the arrows to go to different rooms of your dungeon was extremely difficult. sometimes you'd have the mouse in the position that caused the hand and the arrow to appear, but you'd be unable to proceed by clicking, you'd have to move the mouse over closer to the center of the graphic that popped up. this is clearly caused by you making the clickable region to trigger the event the same shape as the graphic that popped up. solve this by either adjusting the clickable region, the graphic that pops up, or having an additional square pop up along with the graphic to show the ACTUAL clickable area (though this third option is ugly from a UI standpoint)

-zoom in and out served no real purpose. it didn't actually enhance anything it just zoomed in on images without increasing the resolution so it was pointless (and pretty ugly) to do so.

-it was illogical to have the ability to spawn a certain type of monster be triggered at the start of a level. it should be awarded at the end of a level. the way you have it, i get a message that says for example "now you can summon skeletons" but i roll over to upgrade station and can't actually see them in the book because i don't -REALLY- have the ability to summon them till the end of the level.. despite being able to summon them in the actual level that stated at the start that i could summon them. aka, i can summon them, but the game doesn't recognize me as having unlocked them until the level is finished.

-no indicator of which wave you're on or how many waves are left to come (except for the popup right when a wave starts)

-almost every single dialog had terrible grammar and spelling. if english is your second language, you needed to have someone who spoke the language properly proofread your work and correct all the mistakes. example: the description of ghosts: "... and can disturb the enemies so that they search the distance." <-- "search the distance"? lol.

Fun but the poor english really detracts from immersion.

I wasn't even able to click Finish.

And why double click to start levels? And why needing to click start and finish in the first place?

This was a deliberately anti-Chrome exercise, was it not?

Concept: Completely unoriginal
Art: Completely unoriginal
Glaring problem: There is no keyboard shortcut to go to the next level. This breaks immersion and is annoying.

Other than that problem it's polished.

total shots 72

first boss was too hard.

i get this is a throwback to an older age of games where their difficulty was designed to make games not fun at all.

i could put some time into this and master it and destroy it. but i'd rather play something fun.

tip to the author: having to do the same thing over and over again is not reasonable difficulty. it's just bad game design.

her health barely moves when you hit her in the head with the whip. that means each attempt takes forever.

boring.

i know more about classic games and have beaten more of the classics than you have (with more ease i'm sure) and i can confidently say this was poorly designed with an elitist anti-player mentality that equals failure.

ShadowWhoWalks responds:

thanks for playing devil's advocate; it helps a lot, I'll consider this and add more variety and reduce length in the future.

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