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sharpnova

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i don't really like how unclear it is what a new weapon does compared to your old. i picked up a ring and my mage went from being an unstoppable bullet hell murder machine to garbage.

all because i thought a ring would be an accessory or something and not just replace my weapon with trash.

thanks for ruining a fun empowering run.

ErikSwahn responds:

Ah sorry to hear. The ring is supposed to be a trinket though so perhaps you picked up the dagger which has poison damage, or perhaps two items were on top of each other which should not happen.

Controls are genuinely bad. Mar what could otherwise (and would likely otherwise) be a great experience.

edit: updated my review to be less vitriolic

re: dev: I'm sorry, it's not my job to design your game. Others agree the controls are bad. They are objectively bad.

I?

P?

And btw, many of the tutorials lead to combinations that don't even work. It says forward + P is a dive and forward + space is a vault? Neither of those do anything.Space is just a regular jump.

I have to stop myself with this response because it's so infuriating that I'm about to get nasty with you again.

Just fix the controls.. and make it so the tutorial signs actually suggest button combinations that do what they say. (or do anything at all)

Sikowny responds:

There are only 3 buttons to press aside from moving and jumping. Is it really that hard? DM me and suggest what the "real" controls should be.

Edit: About the tutorials. The ones you describe clearly show a hint at what state the player should be in to execute the move. Ex) Dive requires you to be airborne. Which the graphic intends to describe. Vault requires you to be sliding after a dive, which is also displayed by the tutorial. Part of the design philosophy was "less reading, more showing" wherever possible. To see where I got the idea for the Dive and the Vault, look to Super Mario 64.

About the buttons -- people like WASD for movement. If those are the movement keys, what would you suggest the action keys to be? Whats the fix you're looking for? DM me about it. Consensus on the controls ranges from bad to good. I hope you play again when the update to customize the controls comes out. Controller support will also be added.

panning back to the starting point just to reload the entire level anyway is really annoying.

re dev: thanks that improved it a lot!

Chris responds:

Completely fair point. Thats a hang over from an earlier version of the game where the levels were connected and it had a bit more of an open world design. I should go back and take that panning back out. Thanks for the feedback.

Edit: I've taken out the panning and reduced the time it would have taken for the panning to start. Hopefully that should speed things up a bit.

i just don't get how you go from a masterpiece like everloom... to this.

re: how? it was fantastic. beautiful pixel art, good animation/atmosphere/music and didn't overstay its welcome.

Kajenx responds:

Lol, a lot of people hated The Everloom. XD

'x' throwing the object you're holding by default is very very VERY annoying.

oh and some of the puzzles require you to be so fast (hitting a button and jumping over to a box that is disintegrating from the button and leaping off it up onto a ledge and leaping out off the ledge to catch the replacement box mid-fall and doubling back mid-air to get that box up on the ledge for laser redirection.. and all of this in like a half second. that's unreasonable. just because i can pull it off doesn't mean any other player can.

also in this very puzzle, there was a bug where once i'd pulled that off there was an emancipation grill up top, making it impossible to get over there with the fan cube. when i reset the level, it just didn't do that again so i was able to beat it. very frustrating level. and the x throwing instead of dropping by default was game-breakingly bad.

it still gets a 5 from me because this type of game is my favorite cup of tea

re author: well when i looked up a walkthrough to hopefully find a more natural way of doing it, i literally found someone doing it the exact way i did it.

you obviously need to refactor the design on that level. if you didn't intend anyone to be fast then you did something hilariously wrong.

also re author: don't call it a fizzler. call it an emancipation grill (like i did) because that is absolutely what it is. pay respect to your inspirations. don't try to pretend they didn't inspire you, as in the case of portal 2 directly for that particular mechanic.

kaiakairos responds:

idk what shit you were doing but you did it WRONG. The only reason you can hop off the disintegrating blocks at all is because its a lil speedrun bug i left in intentionally (for silly). Not a single one of the levels (except maybe one in the glue area) require you to be fast
ALSO the fizzler on top is not a bug that is intentional level design

upgrade options popped up. so i clicked the one i wanted. nothing happened. clicked it a few more times. and then the options just went away.

afterwards, i was left wondering if it was designed so that we had to press a key to select an upgrade and if that wasn't immediately obvious to us, you punish the player by taking away any upgrade at all.

edit: i see. i wasn't aware I needed to shoot to select them. thanks for clarifying

Willops responds:

I think you might've been sitting on the continue button by accident? If you rotate the turret to face the upgrade you want you can shoot it to get it.

Edit: I went ahead and changed the way continuing from the shop and item waves works. Instead of sitting on a button you now shoot a box, hopefully this should make it easier to avoid accidentally skipping items.

music/art great

mechanics/gameplay loop? -10/10

death almost NEVER feels fair. i'm zooming my way up and then i'll see something far in advance and somehow still fly straight into it.

the handling/mechanics are just way way way off and need to be completely overhauled.

Relieable responds:

Thank you for your feedback!

really clever game mechanic.

i annihilated it as expected (everyone on NG, especially the moderators regard me as unreachably super intelligent)

please make more games of this quality.

MartinJacob responds:

Thank you! Keep crushing it

controls and timing are extremely annoying.

the art and music are nice. i didn't actually find the sound effects very satisfying or well designed though.

Muketronics responds:

Yea, we don't have a sound effects guy its all just royalty free stuff off the internet.

fuck. dying was too painful. lost everything from such a super longass run

great game though.

but something needs to persist through deaths.. and you need at least a few more upgrade types

like maybe additional blades, some kind of passive healing, (or a shield that regenerates), maybe a roll/dash type mechanic, some kind of projectile weaponry or just randomly spawning powerups that shoot out a nova

really the most unempowering thing here is the space in between the saw and the player. that needs to be filled or shrunk somehow

IceCreamer89 responds:

Thank you for your detailed feedback and suggestions to improve the game

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