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sharpnova

2,078 Game Reviews

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5 reviews are hidden due to your filters.

tremulous, fulcrimonious, palidactory, and thrombocious

the aggressiveness of the tutorial is an absolute no from me.

to be clear, you don't tell me what to do.

furthermore, you don't force me to listen to what you want to say.

you allow for organic exploration of the game's mechanics.

and above all, if you have a bad tutorial, you recognize it and provide the option to skip directly past it.

it's too difficult to avoid taking damage. they can shoot you literally in the same frame as your emergence from cover. and you can't see them to negotiate your peeks.

This is one of those Flash games that pops up with the in-Flash storage/access permissions request.

When that happens, NG's player is done and frozen and non-interactible.

It's a shame, this game's rating tells me I might quite like it :(

not into deck-building/card type games. it's an instant pass for me when i see them in advertising screenshots of mobile games.

but this looks very polished and great as far as they go. not for me though.

a bit too difficult for me.

Controls are genuinely bad. Mar what could otherwise (and would likely otherwise) be a great experience.

edit: updated my review to be less vitriolic

re: dev: I'm sorry, it's not my job to design your game. Others agree the controls are bad. They are objectively bad.

I?

P?

And btw, many of the tutorials lead to combinations that don't even work. It says forward + P is a dive and forward + space is a vault? Neither of those do anything.Space is just a regular jump.

I have to stop myself with this response because it's so infuriating that I'm about to get nasty with you again.

Just fix the controls.. and make it so the tutorial signs actually suggest button combinations that do what they say. (or do anything at all)

Sikowny responds:

There are only 3 buttons to press aside from moving and jumping. Is it really that hard? DM me and suggest what the "real" controls should be.

Edit: About the tutorials. The ones you describe clearly show a hint at what state the player should be in to execute the move. Ex) Dive requires you to be airborne. Which the graphic intends to describe. Vault requires you to be sliding after a dive, which is also displayed by the tutorial. Part of the design philosophy was "less reading, more showing" wherever possible. To see where I got the idea for the Dive and the Vault, look to Super Mario 64.

About the buttons -- people like WASD for movement. If those are the movement keys, what would you suggest the action keys to be? Whats the fix you're looking for? DM me about it. Consensus on the controls ranges from bad to good. I hope you play again when the update to customize the controls comes out. Controller support will also be added.

them lyrics was fire

awesome.

panning back to the starting point just to reload the entire level anyway is really annoying.

re dev: thanks that improved it a lot!

Chris responds:

Completely fair point. Thats a hang over from an earlier version of the game where the levels were connected and it had a bit more of an open world design. I should go back and take that panning back out. Thanks for the feedback.

Edit: I've taken out the panning and reduced the time it would have taken for the panning to start. Hopefully that should speed things up a bit.

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