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sharpnova

2,124 Game Reviews

583 w/ Responses

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ridiculous hit boxes.

ridiculious UI that requires you to move your hand between the keyboard and mouse to play the game. (cardinal sin #1 of flash gaming that smart developers NEVER made)

annoying... text at the start of levels that you can't instantly spam off. you have to wait a fraction of a second before "any key" will clear it. makes pla ying tedious and cumbersome.

i don't care if this was from 6 years ago. flash was already dead even then. the lessons had been learned and you repeated all those old mistakes.

just feels horrible. and it's way too small. why are NG kiddies uploading their games in such tiny windows?

Svetozark responds:

thanks for the feedback)

a little slow for me. UI elements react too slowly and the tutorials are overbearing. let me figure out the mechanics myself. make the tutorial optional so bad players who don't like discovering things can voluntarily ruin games and intelligents like me can play them in a superior way.

MiracleTea responds:

Thanks for your critique! :) We might amp up the pace and responsiveness of everything. The pockets of time where players are waiting for the things to occur has been something we noticed that breaks immersion in testing. It's always been at the back of our minds.

Optional tutorial is also a good shout for those that feel it's a little too hand holdy. Tricky to keep a range of play styles happy but that's a decent solution. We'll see what we can do! :)

too short but very nice.

i don't like lunaticdancer's use of the 'juicy' term. i watched that dev talk where those developers coined the term but it sounds kind of gross and sexual. there could be a much better term and they never developed anything iconic enough to deserve to affect game dev vernacular.

"it's real it's real and it's fantastic"

took me awhile to notice the box in the office with the colored sliders. everything before and after that was fairly quick.

movement feels HORRIBLE. as does attacking.

this game is apparently all about disempowerment of the player which is the opposite idea of one of the most fundamental pillars of game design.

i'd say the graphics were ok and the audio was good. it felt polished. but the gameplay felt wretched.

if you fail you have to start the whole game over because the author wasn't intelligent enough to have restart last wave mean AT THE SHOP.

pretty unintelligent.

on level 11, after pressing the yellow button, it's pretty much impossible to get back without the red guy hitting you. so i'm voting this game a zero.

Ok it's a major oversight that hitting the key to progress in dialog just skips to the next dialog rather than completing the unbearably slow typing of the current dialog.

It made it so I went through the first part of the game not really having any clue what was going on. I don't mind reading in games. I do mind being forced to read at a much slower rate than I read. That's just bad design.

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