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sharpnova

598 Game Reviews w/ Response

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i don't understand the power readings at all..

power/hr? are you talking about how much the power is ramping up over the course of an hour?

also where do i see my energy.. it should be going up quadratically if power is increasing

i couldn't find joules/energy anywherel. the interface was very confusing to me..

yep i kept trying to play this, but the damn tooltips on everything make no sense. all elements that generate energy are reated in terms of power / hr meaning the energy should accumulate quadratically, meaning if i just let it run for a little bit i should have plenty of energy to sustain the city's energy rate for long periods of time...

edit: i just realized... i don't know why this didn't occur to me sooner. all of my confusion was because i assumed you understood VERY VERY basic mechanics. but you think power is energy rofl.... omg. yeah updating this to a 0.

Pandaguru responds:

Yep, you’re totally right. It should be energy/hr or just power, not power/hr. Appreciate you pointing that out. The game also skips over a lot of real-world complexity like no grid balancing and no need for inverters. It’s definitely not aiming for realism.

I know it’s a tough game, and I really appreciate you giving it a shot.

accidentally started the tutorial because you made the "yes/no" stuff all but invisible.

canceled it.. lost a life for that (what)

started a regular level. two separate music tracks were playing at the same time.

hi

LeviRamirez responds:

hi sharpnova

i like the mechanics (not new but still fun)

but i don't like how randomly you'll touch a spike and respawn at a tombstone rather than turning into a ghost.

it's unclear why/when that happens and that confuses and stresses me.

ChalTheChalk responds:

There's a respawn counter on the top left conner of your screen, once it's at zero you can't respawn anymore. I'm quite sorry if it's confusing for you!

as someone who plays a lot of online chess, i liked the themes here.

but the super slow long tedious levels to get to the boss with literally no benefit/upgrades/currency associated with "elo" or anything other than killing the bosses made it a boring grind.

i also liked the art.

BoMToons responds:

ELO is spent on promoting your pawns.

worked my way through the first fight. was awarded gear that wasn't an upgrade.

is this.. player progression?

mksfbirdup responds:

Sorry, but that's the intended joke. The game is heavily based on my experiences raiding in WOW WOTLK, and there you can attend multiple hour long raids without relevant drops.

You'll never get better gear, there's no actual progression. It's balanced so your party is strong enough to clear all the bosses from the get-go.

baller

KilledByAPixel responds:

you know it!

your keybindings are all jacked up.

i had to hit 'z' to do things that said you were supposed to hit 'a'

very annoying.

re: dev

obviously i knew the keybindings weren't actually broken. i was just angry that you made the design choice to depict them in-game, as gameboy controls when they aren't.

you do not understand how to do something in a theme. the specific details of the letter associated with a button on a gameboy are not the thing that makes it a gameboy.

you could have had the same visuals and style and just used the actual keyboard letters. it would still be just as much true to the theme as your game already was.

getting hung up on details like that is an issue that often creeps up in design when the dev's priorities are misaligned.

and that's why you need smart people working with you to check and course-correct you.

one person in isolation (with the exception of people with +5-6 s.d. iq's like me) gets less aligned with what's truly good over time.

Elv13s responds:

take note that this is a gameboy game, and theres also the controls laid out in this games description

re: dev

fucking with settings accidentally is super easy in the beginning. do you see that? initially you don't know what the controls are and i found myself in settings and janking things up before backing out and understanding what i was, where i was, and what the relationship between me and the UI was.

this may seem weird, but factor in that i'm much MUCH smarter than you or anyone else here. i see things you don't and probably can't. regardless, take this as incredibly valuable feedback.

1. progressed through a dozen screens, died and then had to start from the very beginning? eww.

2. this feels like an LLM just learned how to actually understand 3d and like this was generated using it in some kind of -pro system with 3d integrity checks but without quite getting it the way humans get it. but still never technically being wrong about perspective and mobility etc. very odd feeling.

sillylittlepyro responds:

1. normally you respawn in the same room you died, you must've turned off the "loser baby checkpoints" setting
2. it is definitely weird but it is unique and i personally like it quite a bit, theres a learning curve to playing with it

oof... or should i say woof. guess it's oof now. no more woofy.

GooseStranger responds:

No more woofy indeed :(

yeah you're right i had it mistaken

this is great and i just wish it worked with controller. a game like this begs to be played with a controller.

AdventureIslands responds:

You must be mistaking this game to Super Dangerous Dungeons, which was a level based platformer with SNES style graphics. The original game was Tiny Dangerous Dungeons, which featured green monochrome Game Boy inspired graphics and was a metroidvania (if simple and straightforward one)

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