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sharpnova

2,149 Game Reviews

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0/5 for ramping up the quality of the cards the opponent receives to all but guarantee they win. i assume you do it to balance that we can cheat.

but it made two of the opponents impossible to beat. how idiotic.

christ i just tried 6 more hands in a row to make sure it wasn't just bad luck. it is ridiculous what you've done here. i have this npc up to 80k now. i'll never be able to grind that down.

in your lack of poker skill/knowledge you have come to the conclusion that being able to see your opponent's cards makes that big of a difference. i'd go head to head with 90% of poker players i meet with my cards face up and it wouldn't change the outcome. (i'd slow roll and burn every last one of them)

being able to peek at the flop or something would make an enormous difference. but just being able to peek is not even 1/10 as powerful as being fed winning cards every time. and i can't swap them because that ability just gives an error message about too much heat on him.

DAIRYDOG responds:

First of all, lol.

Secondly, the cards are completely random. The opponents do not have an advantage over you in any way. It’s pure chance if you were getting unlucky. If you don’t believe me, the full source code is available. ;)

I’m working on adding a friend with the ability to peek at the flop in the full version.

Reach out to a loved one if you need help.

Thoughts and prayers.

why would you let us accidentally skip instructional dialog with no way to retrieve it..???

Noeloskar responds:

Well you can just replay the tutorial, it was a jam game so i didn't had time to implement a dialog log

re author: gotta love an artist that attacks the critic rather than the review. what a child!

this just feels so unpolished mechanically.. and the art is so so bad.

you seem to have way too much faith in your physics engine because right off the bat in the first few levels there are times when you execute in the clearly intended way and still barely manage to fail due to not quite rolling to the edge of something.

if you're going to have a completely deterministic physics engine then you had better UNDERTUNE the difficulty. this is basic game design stuff.

look at portal 2. the physics is maniicured constantly in real time. they barely had any real physics in that game BECAUSE they knew that real play would break almost any puzzle if they did.

at the very least you could have used a 1d gradient for the background.

everything just feels off, wrong, and horrible about this game.

larrynachos responds:

Judging by the fact that you first played the game 17 minutes ago and left this review 12 minutes ago (and you only tried the adventure levels), I'd reckon you spent more time writing this review than you did playing the game. And judging by your profile, I'd also reckon that's just your thing 🤣

I didn't make the physics engine, and I'll admit the adventure levels are kinda sloppy, but I can beat each level in one try. You just have to know what to click and when.

Most of the art is from Kenny, a renowned game asset creator. I really appreciate the work he does to help people like me who can't make art. For the backgrounds, I used the canvas background (which is limited to one rgb) instead of making a bunch of gradient backgrounds because I hadn't done it before, and wanted to give more control over the background color in custom levels.

re: lmao attacked? I'm definitely allowed to defend my game from illegitimate critiques. Yikes did I hurt your feelings by calling out the fact you 0 bomb and rant without actually playing the game for more than 5 minutes? Your pseudo intellectualism is neither appreciated nor needed. But I do sincerely apologize for taking your bait.

ok why on EARTH would you have the screen move when you jump if you were going to make this some kind of skill-based platformer instead of a puzzle game?

and why not allow us to remove lines..? we can only remove all the lines but we can't remove lines. very bad design.

also having the walkthrough be some stupid speedrun reeks of elitism.

thumbs down.

what a hilarious illogical and unintuitive interface.

cool art/sound/level design

very minimalist

why am i running through these areas? and why is there no sound?

semaphor responds:

i dunno lol I made it when I was 16 🤣

why do you have foreground elements completely obscure everything..?

and why does acceleration feel so horrible?

and why does a single hit from an enemy freeze you and then start the level over?

nothing about the design makes sense here. sorry.

the game win dow is just too small.

you created a lot of situations where rapid light taps were key but made that aspect of the character's handling very unforgiving and terrible feeling.

for that, i'm out.

Joined on 2/19/05

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