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sharpnova

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loved this and the sequel.

"prep school horrors" sounds like it's unrelated to this series though and honestly doesn't sound like anything interesting to me. oh well.

after you make your visual novel or point and click or w/e about prep school hopefully you'll see these games were more popular and return to this awesome series.

incorporating incremental mechanics in the sequel was fire imo

adriendittrick responds:

I might also return to this series just because they're easier to make then an entire RPG :p
I just need the right game jam/inspiration!

who did the music?

adriendittrick responds:

I did :)
You can find the soundtrack to this game as well as 2 others in the same series here:
https://adriendittrick.bandcamp.com/album/prep-school-horrors-ost

lmao you aren't capable of testing a game before launching?

there is a huge game breaking problem with the controls. play the game for five seconds and you'll see.

and next time you launch a game? rather than wildly mashing around script kiddy scripts and programmer art in some high level game engine, actually give the game at least one single test run first so you can see if there are any obvious glaring issues.

JauqGames responds:

Hey there,

Are you referring to the issue with the arrow keys scrolling the page? I've been looking into that and actually rolled out the fix today. Otherwise, if you are referring to gun firing backwards, that part is intentional. The game is called Broken Guns for that specific purpose.

If you were referring to neither of those things, please go into further detail.

too slow. but great art style, fantastic music and sound effects.

i might slightly tone down the music and add in ambient noise. and some background parallaxy stuff for depth.

but the main thing is the movement speed. it's just too slow.

it deserves a 5 for a few reasons. one. it's only about a 3 right now which is too low. it should be a 4. also it stands out because there haven't been many great games on NG in the past month

re: yes toggling the effects fixes the speed issue. but why the hell would your game be that intensive? i'm running a far more beastly computer than you or anyone you worked/tested/played this with. 3900x and 2080 Ti

HartfordGames responds:

Thanks for the feedback. Toggling effects off should solve the lag/slowdown issue for some players.

all i did was just underline him up to the top left, walk him across, then drop him down.

a couple times i fucked up and he fell low, i caught him. walked him to the bottom right and underlined him up to win anyway.

too easy.

also why in the hell do you have the "back to menu" button right in the middle of the play field?

nulledwine responds:

The back to menu button is set to the top left. Right now I'm working on making the game more difficult.
Edit: The menu button is an issue with the full screen. Play it without full screen

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.

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

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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