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sharpnova

2,083 Game Reviews

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5 reviews are hidden due to your filters.

game didn't mention the space to switch pieces

the handling is pretty bad.

like if you're on top of a crate, you can jump. you can run. you can't jump while running. though it plays the sound effect as if you did.

work on this and then send me a private message or reply to this review letting me know you've fixed it.

brokellusion responds:

*UPD:

Movement fix;
New portal design
Level design fix.

*bursts into super aggressive laughter*

you don't see any potential problem with having the controls for tile placement be arrows and the controls for movement being WASD.. in a game where one wrong step means death?

hehe... *calm but menacing laughter*

you see no issue with this? this strikes you as a good control scheme..???

really impossible. even in the first level you run out of ammo no matter how well you line up your shots to take out multiple enemies per shot. and there is NO way to get more ammo. so you are completely screwed at that point.

i've tried interacting with everything including the little box looking things the enemies seem to drop.

what a STUPID oversight.

MD-Wade responds:

Hi, the starting silenced pistol is meant to be auxiliary, you are not meant to rely on it for your only means of defense :) You can swap to your fists to attack the enemies, and they will occasionally drop ammo

why don't you let us play the next level with keyboard?

you do realize our hands are on the keyboard during the levels right?

how could you have failed to playtest that part of your game?

ok wtf. got really far. landed on a platform. chatted with someone for a bit. suddenly the platform falls out from under me and i die. huh? what is the point of that?

i don't like the despicable actions you can make in this game and the way it tricks you into making them.

the controls were garbage and the game overall was buggy as hell.

wow this felt great

facecrime responds:

Thanks, glad you liked it!

nice twist. what did you use to record player actions for the rewind? literally just player actions? reversing time in a video game is a very complicated problem. jonathan blow spoke at length about it after braid.

OmiyaGames responds:

Sorry for the belated response. Long story short, we store the player position every few frames, then teleport the player to those positions in reverse order at the end cutscene.

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