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sharpnova

591 Game Reviews w/ Response

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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.

aesthetically 10/10

just not my type of game.

UltimoGames responds:

thanks sharpnova!

I don't like that you are claiming this is a game and not a graphic novel. There are zero interactive elements whatsoever.

And if you call clicking to advance the dialog or "looking" at things interactivity, then I feel sorry for the future man.

The music and art were great though.

response to author: That's great and based on what I've seen I look forward to the final version. It's just that I think for a demo you should have showcased gameplay mechanics more than theme.

I guess the best way I can put it is to say that I am looking forward to seeing the final product but have no idea going in how good the game will be beyond the aesthetics which were quite good. I feel like you guys at least understand that theme should supersede story and art should supersede graphics.

marafrass responds:

Thanks for the rating! I guess it's up to each and everyone to decide what a game really is, but we figured it's far closer to Monkey Island than traditional visual novels.
Oh, and the final game has plenty of puzzles and some more impactful choices to make! The demo is just mainly meant to make people laugh and just have a good time. That's enough in our opinion to call it a game, but to each their own! :)

The difficulty jump on the level where you rise up the elevator while shooting boxes at incoming chasers is insane.

That means you overtuned the level.

Also when I beat the gorilla, I was on the right side of the screen so all the dialog my guy was saying was mostly off the edge of the screen. How exactly do you miss something like that rofl.

mapacarta responds:

Well it is a short game, I needed to increase the difficulty at some point. Also I was out of level ideas, because my previous game Rookie Bowman wiped out all my level design abilities :)

Thanks for letting me know about the edge screen thing on the last boss, I don't know how I missed it. I may be update the game but probably not going to :D.

the level where you start with 6 and need to finish with 1 is impossible.

ToadieTechnika responds:

It's possible, keep trying :D

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

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