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sharpnova

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I don't understand why you would make a game like this and then put creatures in it that kill you.

There is literally nothing you can actually do to avoid that.

blackgobygames responds:

Thank you for the feedback, yes, basically the idea was, that the player has to outmanuvre the creatures and push the "missing" button at their "exhibition place", and that's all the player can do to survive. In this version, there are a bit too much of them, and they do come a bit too fast, so it is quite hard, I'll try to balance it out better, and maybe add some options to keep them away.

you hella dead son shiet?

way to put in the effort to implement an actual fps and then throw any chance i would ever take you or the game seriously down the drain one death screen.

two stars for the working 3d engine implementation and ambient music/noise.

obnoxiously long death animation.

willhelm scream really? it has never been funny in any movie/show/game ever. it always just breaks immersion. and makes the author seem amateurish.

+1 for voxel art
-1 for not having color coding on dialog choices that indicate a branch that has been visited (fully) and a different color for branches that have been visited partially.

this would make exploration of the game far less stressful.

JulienLussiez responds:

Thanks for playing. Yes it's a good idea, I can definitely see your point with a longer story. Thanks for the feedback.

i never found the map.

and a compass is not a thing that lists your accomplishments. a compass is a thing that shows you directions.

re author: well i still wish i knew where the map was :(

bokononyossarian responds:

So the compass button also spawned an indicator around the player that showed chime locations! Sorry about the confusion, we have updated the build and separated the stats to a separate key now so there is no confusion!


we may have hid the map too well =), hint: upper right

This is just.. such a bad incremental.

Such a bad UI. So little actual meaningful content. Nothing changes. Just the numbers. Nothing changes mechanically. The cut-away upgrades menus is so unnecessary. The way you weren't able to get music working in the game window without an embedded player that turns off when you go to a different menu.

I could go on and on.. but it's just not worth it. Clean up your design and learn a bit more about what makes an incremental fun (hint: unfolding)

applessmillion responds:

I will admit, it has been a few years since I've been in the incremental game territory and much has changed. Games like mine from 2015 aren't really that great in the landscape of what incremental games are now. UI is a mess, but it's the best I could come up with after testing cross-platform, multi-resolution displays.
Thanks for the feedback, and I'll keep some of your points in mind if I end up creating another incremental game in the future!

no upgrades; not interested.

Starblinky responds:

There’s lots of upgrades you can unlock! :)

really missed opportunity here. should have had lots of upgrades.

Franuka responds:

I'm sorry you think so...
It's my first project, so I wanted to keep it simple.
I'm planning on adding many more upgrades, enemies and maps on a future release.

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