the sound wasn't bad. not sure why EjdEm implied that and then didn't have the decency to clarify when you asked for clarification.
the handling and overall structure/formula for the game aren't particularly pleasant or fun though.
the sound wasn't bad. not sure why EjdEm implied that and then didn't have the decency to clarify when you asked for clarification.
the handling and overall structure/formula for the game aren't particularly pleasant or fun though.
thank you for the feedback.
I used the access card and then the key on the door.
It merely stopped the music. The door didn't open and nothing happened.
I'm trying to contain my anger here. But you do realize that it's.. strange to say the least.. that you launched a game on NG without play-testing the literal game-winning action?
I fixed it, thanks...
everything but the difficulty is awesome
Haha yeah it is difficult but because it's the essence of this platforming genre! Thank you for playing!
is there a reason you made movement feel so absolutely terrible by forcing us back elastically from every direction we try to move in?
it just MURDERED the fun of this game.
Yeah, that's true, movement is quite difficult, it requires a lot of getting used to. Thanks for trying it out!
unresponsive. about 1 in 10 or so keystrokes aren't registered.
for a twitch skill-based game like this that isn't just unacceptable. it's bullshit.
Please know how to play the game before you comment. You are supposed to tap to jump, the keyboard was not meant to be used, sorry if that wasn't clear.
you fixed a lot of the problems from my first review so i'm just updating with any remaining issues i can think of.
1. you can enter a room and get the 5 gold piles to spawn and some of them will be out of reach
2. when your reload cooldown gets low enough you blast across the room too fast to really react.. but that would actually be ok if not for point #3:
3. when you reload into doorways at top speed from across the room, very often it won't trigger the door. u'll have to back up and re-attempt. quite annoying.
4. way way WAY too few talents.
5. way too easy. i got to floor 50 and only because i was listening to music and zoning out. but i was blasting through the levels so fast it was ridiculous.
6. needs a little more content. maybe keys, crafting, whatever. i know suggesting full mechanic additions to games is often over the top, but this is already approaching what i'd call a polished state. the only way to improve is to innovate at this point.
Thanks, all of what you said is being fixed next update.
i don't like the way your horizontal velocity just instantly drops to 0 when you let go of left or right while in the air.
i opened the menu thing a million times when i came upon books. because i'd hit spacebar (with natural timing) as i came upon them. and it would open the menu. unbelievably annoying.
also the sound effect on death is ripped from another game. it's a game that's on NG and it's an artsy'ish platformer that made my list of games that i considered worthy of keeping on a list. i think i have a good idea of which one it is but i'll be looking into it.
Thanks for your review! The velocity drop is a deliberate decision, since this is a precision platformer I believe the player should have full control over the air movements. I'm sorry about the pause when going for books, I can understand it may be a little annoying to wait for them to levitate. I'll probably change that
I made ALL the sound FXs myself manually with a chiptune editor. Please check better before assuming such stuff.
edit: now you can read books as soon as you get over them, no waiting
wtf..?
why are you using flash?
and even with flash it's possible to use localstorage so why did you require us to make an account to save? why not just save locally like a normal human being..?
i saw you tell another person to just use a random email. not the point. it's still a pain and something you have to remember.
and i saw you get annoyed with them for giving you a zero for that reason.
then you need to learn that mass criticism is a sum of rational and emotional feedback. you will get people who vote emotionally (like i'm about to do) and that is a perfectly valid way to vote. the final tally is a weighted average of the scores from people who voted out of anger/love (it goes both ways so why would that be a problem?) and those who voted in some tedious per-category type of way.
also the tutorial never actually tells you any controls... lmao.
why on earth would you have us click to use abilities when we're using the arrow keys..? you actually expect people to move their hands between the keyboard and mouse? that is bad control design. probably the most major cardinal sin of control design.
lmao.. you even have a section in your menu that you can only access if you just think to hit 'shift' and this 'controls' section? doesn't show any controls! it just defines UI elements.
ok i'm done. at this point... the 0 is more than deserved. you're welcome.
Great, another child.
"WA WA WA! This game isn't exactly what I want and I'm gonna act like I know better." - most of Newgrounds
1) I have been using Flash (now Animate) for 15+ years. It's what I know. It's what I love. It makes me the big bucks, and will for a long, long time even after Newgrounds can't support Flash Player anymore.
2) You can't use local storage and then expect the game to work on mobile. Your data would be erased when you had to make any changes to your device. Hence: mySQL.
3) When dealing with logins, refer to #2.
4) Annoyed about the email? Yes. Because its stupid.
5) It is not a valid way to vote because your judgment is not based on the game, but some kind of twisted, righteous vendetta made up in your brain and you just want to bash me personally. Which, cool. I'm not here for you. I'm here for normal/sane/smart people. I expect people you to be on Newgrounds, and it humors me because I get to write responses like this.
6) THERE IS LITERALLY A "KEYBOARD BUTTON" ON THE TITLE SCREEN AND PAUSE MENUS THAT LETS YOU CHANGE THE KEYBOARD CONTROLS TO WHATEVER YOU WANT. LMAO MORE.
7) Mouse/Keyboard? Again, its a mobile game. Jesus. Learn to read. Some functions can be translated to the keyboard easier than others. You ever develop ... idk ... anything ever? Or are you just waiting for "a cute boy to come teach you via webcam"?
Thank you for embarrassing yourself. I save feedback like this to show my dev friends when we need a laugh.
the controls are kind of amazing. did you test several schemes and pick the worst one? if i was trying to make the controls themselves the primary antagonist in a game i don't think i could have done better.
you're like the dr. strange of control schemes. you tried out 14,000,605 and found the least comfortable least intuitive ones.
i liked the art and the audio. i found the flying guys who shot projectiles very annoying. especially when i jumped up towards them (with space lol.. sorry i'm still cracking up over how well you designed the controls to be terrible) and swung right on him it did nothing. why would you make attacks go through those guys?
anyway, i see a lot of talent here tbh. not just in art and sound design but in designing bad control schemes.
i'm honestly not being sarcastic. i realize that this may read like i'm mocking you but i am currently actually assuming the control scheme was deliberately designed this way and am genuinely impressed. it actually gives me an idea for a game i'd like to make.
I really appreciate that you find it humorous that the controls are bad. I actually did not intend for them to be bad, they were modeled after some other games I've played. I'll try to leave them in the update for people who want to play "Bad Controls Mode," but better controls are coming.
As for the problem you found with flying enemies, what's supposed to happen when you hit any enemy is 1: they take damage and lose 1 health, 2: they switch to a damaged animation, and 3: a sound effect plays. Did some or all of these not happen when you hit the flying enemy?
Joined on 2/19/05