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sharpnova

597 Game Reviews w/ Response

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so just want to give you my limited experience:

at first i was compelled for sure.

third medallion i missed the jump for it and couldn't backtrack because the jump back up was too high. so it was a one-attempt type deal. that is when i was done.

nevermind. i finished it and it was good. but you need to fix that backtracking problem.

DavidMarchand responds:

Thank you for the feedback! We never really intended for the levels to be fully backtrackable, but you’re right that it might be better to never block backtracking right after failing a medallion jump. If it’s any consolation, you can retry any level from the Main menu, and the Extras menu tells you which levels you’re missing medallions from (and, medallions are saved right after you grab them, so no need to finish any level after you beat the game once). Just don’t expect anything fancy to happen if you 100% the game. It just shows you concept art from the movie and the game.

got all the medals but the last one.

UltimoGames responds:

look in other screens, you will find it!

Shield obstructs the view considerably. The moving blocks don't look any different from the regular blocks. Some of the gaps are too small. Your low velocity is annoying at the start for jumps.

Later on the hitboxes are clearly badly tuned because I'm hitting things that I'm clearing with jumps every time.

Also music not slowing down when you pick up a slow object killed the atmosphere.

Also the view angle is terrible.

My top score was 67. I felt like that was probably good given that the difficulty is so badly tuned. Almost immediately having to react instantly to the next obstacle after each action is such bad design it should have been glaringly obvious to you before you launched this.

re: author's response. this isn't about making the game difficult. it's about the crappy lazy and badly designed WAY you made it difficult. no. your design decisions were not justified at all and i suspect you will reread my review and take the criticism better this time. learn from a superior mind teaching you something, kiddo.

stuthemoo responds:

I intended the game to be difficult. I think forcing the player to react quickly makes it much more exciting. Thanks for your feedback.

There's something wrong with your accuracy calculation.

I had 100% and I killed two with one shot and my accuracy didn't increase.

You have to be doing something weird and unfair for that to be the case. Either it's pretending it took me two shots to do what it actually only took me one shot to do. Or it's pretending I shot less targets than I actually shot.

response to author:

Two things:

1. thanks for the clarification. that makes sense.

2. I didn't mean to rate it 0. I must have forgotten to rate it or accidentally clicked the leftmost star thing. fixed it

hosani69 responds:

Hi there, Thanks for your interest on the game system. The accuracy cannot be more than 100%. I used three variables to calculate the score. number of kills. number of hits. and number of shots. the accuracy is calculated using the hits / shots. for example. if you killed three bugs in one shot, it will be shot=1, hit =1 , kill=3. I hope this explained the math behind the game.

I hope you can increase the rating you gave me :)

came to play a platformer.

found a hectic thing that kept killing me cuz i wouldn't rush through fast enough.

it's like.. some developers just don't understand what makes games fun.

at all.

Despedite responds:

Sharpnova,

I'm sorry you didn't like FNDS - I'll keep it in mind for future projects. Anything in particular I should work towards? Thank you for playing anyways, and have a nice day!

the controls for changing your loadout were retarded. why didn't you make it the default? very unintuitive and resulted in several instances of me starting a level over with the previous loadout and having to annoyingly suicide because i forgot to hit left and enter to change my loadout. the default should just be the loadout selection or something. you wanted too few keys for input. and you sacrificed usability for that goal which was as bad design philosophy.

also your training for the clone was poor. up until the last level i was under the impression it was just an explosion. i didn't realize it was something you could control.

i beat your game. but mostly out of spite. and you should not be aiming for that.

StuffedWombat responds:

"why didn't you make it the default?"
because sometimes you want to retry with the same loadout.

"the default should just be the loadout selection or somethin"
that would create the new problems of having to enter your loadout a lot of time if you miss a jump.

"also your training for the clone was poor."
this is 100% true

"i beat your game. but mostly out of spite. and you should not be aiming for that."
You do not get to tell me what I should be aiming for ;D

forcing us to click the mouse and release after death to start the next attempt is a design flaw. undisputable. not a matter of opinion. just fix it.

response to author:

i don't care if it works as you intended it to work. my point is that your INTENT was wrong. just think it over. it's incredibly stupid and forces you to lose time in the level. it's so obvious i don't even feel the need to explain why. OBVIOUSLY when you start a level... nah it's too obvious.

i don't care about you adding an option. i'm saying FIX the default behavior.

StuffedWombat responds:

Heyo sharpnova :D

Sorry to hear that you do not like the new control scheme.
To call it a "design flaw" is a bit inaccurate though in my opinion.

I am the designer of this game, and this mechanic works exactly as I intend it to work.
Different mechanics work for different games. there is no allmighty "good design", so it is a bit hard to classify things as "bad design".

I am open to add an options menu to change some things about this games controls, but please consider that:
--Your preferred design choices is not necessrily anyone elses preferred design choices and that is ok--

have a nice day

i went off screen. hit enter, changed some params. hit enter again. still wasn't there. i guess if you go off screen it's game over.

GeoKureli responds:

I made it reset the player's position if you leave the screen, thanks for pointing that out!

why in the hell do you have color X pass through obstacle of color X? why did you reverse it from the obvious way it should be?

response to author response: infinitely better. thanks for listening to people's feedback. i updated my score to where it belongs

bloomgames responds:

Thank you for your feedback! We have already made the change you suggested and we would like to know what you think :D

uhm can you please explain why you allow mobs to path right outside the grid? what is the point of even giving us the ability to maze if they can do that???

re author:

yes but now that i have to completely surround (on all sides) the goal with walls in order to avoid vulnerabilities due to out-of-grid pathing, the entire maze/grid is effectively an entire rectangle smaller

hopeslicer responds:

Hey, at first barricades used to generate platforms around them when placed so you could make a long corridor along the edges without the need of platforms so for balancing issues I had to make the edges go-through.

After I removed that platform thingie I tried to make them solid but I didn't like how it felt since the map became kinda small and this combined with obstacles on later levels left the player with little room to build.

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