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sharpnova

583 Game Reviews w/ Response

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I really like this. But it is frustrating and difficult. I think the illumination mechanic needs some work. Or you need to make edges more forgiving. There's no doubt in my mind that I'm hitting the bare edges of ledges and falling through into spikes. With the limited visibility you can't be that strict. (actually unfair and beyond strict) with your collision detection. Or at least let us upgrade our radar or let us illuminate areas faster or in some cases mark them permanently.

There's a dozen things you could tweak to improve the visibility. Many of which involve no new mechanics.

Supernova-Games responds:

Thanks a lot for playing the game and taking the time to do this detailed review/suggestions.
I've tweaked some things in the updated version to make it more accessible and not frustratingly difficult: raised HP from 4 to 5, made the sound waves last for 1.5x the time.

There are some inconsistencies with the cat's collision box, mostly because of how different the geometry of idle and walking animations are: in idle he's mostly vertical, when walking he occupies a much more "wide" geometry. I haven't figured out a good way to improve this.

I think this needs to be touch screen only. This just doesn't work with keys. Too difficult.

I got 112 and I feel like that's about my limit.

ThalesQwerty responds:

This is a demo version designed for desktop, so touchscreen can't be implemented.

The full version is designed for mobile devices though, and implements the idea you've suggested: you have to tap between two ships to swap them.

You can try it out :)
https://play.google.com/store/apps/details?id=com.thalesqwerty.spaceswapper

I'm a huge fan of how the spawn points can spawn right on you as you walk by them, doing damage. And doing damage the way this game likes to do damage, ie, spamming it on you practically every frame.

What a stupid design. At least have the spawn points light up or something when it's about to spawn.

That took me a nanosecond to think of. Pretty embarrassing for you, kid.

Also I absolutely LOVE how you can end up in a room with nothing spawning, but need $ to open a door to leave it. Brilliant design!!!!

ooh and the best part is surviving for a REALLY long time and killing a ton of enemies.. to end up getting maybe $50 more than when you only last a short time. great reward scaling!

also weapons don't reload when you're in slow mo.

response: what the hell does sooky mean? it sounds like a weeboo word tbh.

also your rationale on the spawning is bullshit and you know it. just because they START spawning when the timer ends doesn't mean they all just instantly spawn. they spawn over time. which basically means until everything has spawned, crossing a portal is off limits if you want to avoid damage.

it was a design flaw and i called you out on it with zero politeness. and you know what sucks? despite my rude demands, you still have to fix it :)

EggysGames responds:

Wow very sarcastic review lol. Nothing is embarrassing to me. After 6 months of work, things start to slip through the cracks. If you have finished a big game, you may understand that one day. Also I can now go and perhaps make some changes.

The spawns always happen at the start when the timer ends, so if you were any good at being a gamer, you would know to avoid the doors during that startup time.

The game is also about money and ammo management as much as run and gun to add some stategy.

Also surprising you played the game a "REALLY long time" for a 1 and a half star game. You'd think you would have quit earlier if it was that bad? Sounds more like you rage quitted in a sooky tantrum when you died.

Thanks for the sarcastic review! 10/10

i feel a cardinal sin in platforming is making your character slide around on the ground as though they're on solid ice. you committed that sin here.

otherwise i did like it.

LVIStudios responds:

Thank you so much for your feedback! We've heard this from a lot of people, and so when we upload the updated version of the game, the platforming will feel crisper!

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! :)

i'm asking out of pure curiosity: why did you force the player to move their hand between the mouse and keyboard?

endverse responds:

I apologies it's not intentional. I was focusing more on the mobile version of the game and I didn't see it as inconvenient back then. Now I know. Thank you.

I'm sorry but having no sound or music is a big turnoff.

gumix responds:

Hey, please move volume sliders in control panel, hope it helps.
Control panel is located below hi-scores, alternatively you can make game full-screen (ALT+Enter) in order to see it without scrolling.
I'm sorry if I didn't make it clear enough in comments.

procedurally generated music gets an instant 0 from me.

Bigaston responds:

The music is not generated procedurally :)

I havn't any skill on music composing so I try to made something.

allow us to move the camera with the left mouse button. it makes no sense that you can't.

when popups come up for ending a level or a game over. let us click continue IMMEDIATELY. even a short 1-3 second wait gives the game an extremely ugly unpolished feel. i want to move past shit i don't care about IMMEDIATELY.

let us start at higher levels. i don't like the early levels at all. just let us specify the size of the figure.

get much better more fitting music.

jhocking responds:

Come to think of it, the wait is no longer needed, so I'll get rid of it. I actually added that on purpose because so many early testers accidentally clicked through the popup. However that was also before I added the pause for remaining blocks exploding, and the problem was players were in the middle of clicking when the popup abruptly appeared.

I'll also add an option to start at higher levels. However using right-mouse instead of left-mouse for moving the camera is pretty sensible; I'm sorry you don't agree, but since left-mouse already places blocks, doing double duty with that button would be confusing.

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