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sharpnova

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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.

a. controls bad

b. why start us in a shop with stuff we can't afford and then never bring us back to it after we earn a bunch of currency?

IceDrumGames responds:

a. Seems like controls is the main problem.

b. need to play a little longer than the tutorial levels.

You need to be able to have the recipe book open alongside the work area.

FutureCopLGF responds:

Fair point; I suppose it can be a bit frustrating to have to memorize the recipes at the start and it'd be nice to have the recipe stay on screen. I'll see what I can do because I don't necessarily want to make it too easy or crowded. Maybe I can have the last recipe you read stay on screen in a little bubble somewhere. Good food for thought!

this would be a five if you didn't have to hit R to reset. how do you think people are playing? do you think they are sitting with both their hands on the home row like dutiful typing class students and moving their right hand to the arrow keys?

or do you think they have their right hand on the arrows while they lean into their desk to relax?

how could you not anticipate that this is the way most people would play?

so suddenly you have to activate your left hand rather than relax.

very stupid.

basic design philosophy: don't add keys to the arsenal unless required. guess what? could have reset level with "any key" or "up" for reset and "down" for checkpoint or something.

not hard to design properly.

grinrobot responds:

Thank you for your feedback!)) This is very important for us. You can try 66 levels of the full version of the game. New monsters, new adventures, a map and new smart moves are waiting for you! https://store.steampowered.com/app/1209520/Smart_Moves

feels good and looks and sounds good.

i for the life of me can't understand why you didn't capture the mouse. do you understand what right mouse button does when clicked outside your applet?

heroyooky responds:

Thank you. I was so focused on other things I didn't even think about restricting the mouse, something to add in a future update.

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