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Are you kidding ?? the door bell ... seriously ? com'on, why not make it even smaller ?!?

And next point: do you really suppose the player do identify the strange object from the first crate ? it looks like a amputated nose, but not like the ....(i don't want to spoiler more). You already have a text line above the inventory. why don't you name the things on click, too ? Same with the content of the second crate (even if it's easier there do figure out).

And last thing is the 'my eyes are closed, i need a rest'. The sentence doesn't stay. It disappears. And since i accidentally clicked it away i needed the walkthrough one more time just to read it again. unnecessarily frustrating.

The game basically works (2.5 stars) and the graphic is nice (+0.5) but the special WOW is missing.

edifede responds:

Thank you LDenis for the feedback and for your objective review!

It's a great game. I got everything except the flower by my self. Spent plenty of time now. Keep making such great games.

I hope future updates include a mute function. It's needed badly.

And the hit boxes of the black holes is way to big. i got killed multiple times without even nearly touching it.

All in all the game is more than just buggy. On the level where you introduce the Trojan the firsts time i got killed by nothing. i just died. Maybe one of these nearly invisible laser scanner shots. The background is that bad that i can't see them clearly. Wouldn't be a solid background be enough ? does it need to move ?

p19990 responds:

Added and fixed some bugs
Thank you for you review!

I like the idea but of course i have some critics:
- the next level shouldn't start with the ball still in midair. sometimes complete words were destroyed before the ball hits the paddle the first time in the new level and it was hard to read the new text.
- only one live and the level doesn't save ? i hate it if i have to start over again and again.
- the idea with the colored scrap falling down is nice. to fit this with the point above you could ask the player if he wants to retry the level or start from beginning.

StencylTuo responds:

To your critiques:
1. With the timer always counting down, it destroys the pace of the game to have the ball reset; if you become good enough to go for a high score run, then speed is the key.
2. Again, the focus of the game is the high score (I do hope to implement leaderboards at some point), so it's just one life.
3. If you could just retry the level, then the timer counting down would be meaningless. This is indeed designed to be a difficult "breakout" style game.

The game works at the first look, but a problem occurred pretty fast: When drawing a diagonal line the balls/spheres next to it get marked too. And since a marked ball can't be unmarked the move needs to be canceled. And this didn't happened just once or twice. nearly every try to connect diagonal needs more than one try. In my mind that's because the hit box around the cursor is too big. it should only be the tip, but it's from the tip to the beginning of the green gem. How should this fit between two balls without touching one ?!? Sometimes when moving fast it works better, but this shouldn't be the solution.

MrD69 responds:

I am currently working on fixing the issue with the diagonal selecting as I was unable to fix this before the Stencyl contest deadline. The game is fully playable however by using the shift key as a temporary fix. Holding down will prevent ball selecting and once over the ball intended on being selected, release shift and the ball will select. As for level 51; the levels are not random. The full game has over 200 levels, however I had only intended on having 50 available to play during the duration of the contest. The rest of all the levels will be released once the contest has finished. I was also sure that I prevented level 51 from being unlocked, but ...
Once the contest is over however, the rest of the levels will become playable as well as the fixed selecting of diagonal balls.
UPDATE
Hey thanks so much for your review. I did not realize that the deadline was actually today, so I have now fixed the diagonal selecting issue. No more shift key. I also have fixed the issue on level 28 it should not be doing that anymore. :D

first of all ... WHY ARE YOU SCREAMING ???
It's annoying to read the text in the description and it is and was never cool to write in capital letters.

And than .. the ball don't fall down. did i miss the key to switch on the gravity ? there now is a complete line of floating balls.

xGamesSite responds:

I apologize for that. I have edited the game and removed the caps lock writing.
Also I edited the game so that I think the issue with the ball should be resolved. It is a glitch that has been nagging me for a while.
Thank you

since the levels are created randomly the success depends on the starting condition. especially the 12th level is pretty tight and it got annoying pretty fast. Further more you should tell the player how many fishes are needed to create a power up. With enough power ups the 12th level would be easier, but as i found out so far that it needs more than 15 fish in one combo ... way too much, definitively.

Also .. what about explaining the effect of the power ups ?!?! If i finally get a power up i don't know what it does ? what did you expected how this should work ?

The game basically works, but the 12th level got too frustrating after 7 tries and losing with 85-92% each time.

i guess i need drugs to find this ok right ? but i don't use them. Therefore this is just a normal game with the worst graphic i came across since some time. Why don't you do something normal ?

Like you said, it's not really finished.

But i have a cool idea how you could continue the game. You could expand the idea of a platformer and a idle game. sometimes on platformer games the player can find upgrades for his character (higher jump, double jump, better weapon, more armor, ...). You could also make such a platformer, but instead of upgrading the player directly, the items found improve the idle part of your game or unlock upgrades for this part. With the points/cubes collected by the idle part the player than can improve the states of his character to find even more items to upgrade the idle part even more. A fusion of idle and platformer. A main room with the upgrade buttons and the idle machinery and several levels where the player can spend time.

But why should you do this ? in my mind your game (as it is now) is a bit too much idle. Normally the player can do something while waiting (clicking enemies, collecting coins, switch between levels, cast spells, ...). Your game misses these activities so far.

But of course that's just a suggestion/idea.

Oh, one last thing: what about add some green buttons too which show the effect of the next upgrade in a textbox when the player steps on them.

themetallicpig responds:

I have taken some of your ideas and I hope to add them into the game in future updates. I do plan to add different ways to obtain and use cubes, and the idea of a platformer did come to mind. Thank you for the feedback! :)

it's more than just annoying that over 50% of the levels even on middle difficulty start with a "you lost". at least it felt like it were more than half the time. You definitively should change that.

And it's really bad (at least in my mind) that the tanks start driving as soon as a line is cleared. I mean .. if i simply place tags everywhere on a line the tank starts. these are not really smart drivers right ? but ok, filling a whole line with tags is not what people normally do. To keep it more realistic: i came to a point where it was unclear where to place the last few mines. to figure it out i simply started to place them to see at what point the math would work. and suddenly one of the tank starts and i couldn't stop it. If they start driving by themselves right after a line is finished, they also should go back if a tile on the line is removed again.

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