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JeffreyDriver

321 Game Reviews

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Enjoyed this, and played through again to get all of them. Some sort of puzzles would be nice to implement.

kypello responds:

I wanted to have puzzle elements, but I ended up settling for just collecting stuff because I wanted to get it released by Halloween and didn't have enough time to make puzzles without it feeling rushed. Thanks for playing and glad you enjoyed it anyway! :)

Seems really broken. Save/load doesn't work. No idea what tickets do, and prestige doesn't award souls.

FawaStudios responds:

I appreciate your feedback, the save/load system was fixed yesterday, the soul problem is a very simple fix although they also currently don't do anything since you're meant to buy things with them, which will be added soon. Also, the bus tickets increase the amount of candy you gain per house (which I'll have to adjust some values and add text displaying the current candy per house), the mechanic is meant to mean you're moving to a wealthier town but I'll try to make that more clear. I'll post an update as soon as possible.

I really wanted to like this more, but the one-hit death feels frustrating rather than challenging. Then there's the last level. You have no idea where the eggs are, and the fading makes things too difficult with only 2 lives.

Herbrek responds:

Thank you so much for your feedback! Once I have some free time I'll implement it!! Thanks for playing!!

The game crashed on me. I think it was just after seeing the ball - https://www.newgrounds.com/dump/item/4e57accdffed8132f5d2307615439e9b

The idea is good, and it looks great. However, it's a little flawed.
1. When returning to a room, the text is displayed again
2. Directions are available to click even if you can't actually go that direction

EDIT: WOW. So I tried to give some useful feedback, and you made out that the player is somehow the problem.

I'd like to add:
3. The cat can be found repeatedly
4. Issues 1 & 2 are your issues, not the players
5. Does the covering of the eyes actually add any meaningful mechanic to the game?
6. A map should be uncovered as you navigate

CutlassBoardgames responds:

Game crash has already been fixed!

and:
1. It means you have to be efficient.
and; 2. It means you have to explore and find out the shape of your house yourself!

Responding to your edit:
That's not at all what I was saying. You have to be efficient because you have 20 steps before you run out of bravery, So learning the pathing is part of the game. If the direction buttons aren't there when you encounter a place you can't travel to, you don't get to discover the odd shape of the house yourself, and you can't differentiate between a wall, a bridge, or a locked door. Both things are intentional.

3. Is something I'm fixing right now, thanks for pointing that one out.
5. is supposed to an immersive device. Either you're looking where you're going and you're losing bravery, or you're not looking and lost, but safe.
6. This is something that I did for the previous game, but I felt that map making for this would be less immersive as you don't go in with paper and crayons or whatever. Instead there's a compass that can help you navigate.

On desktop so not sure if you can have multitouch, but being able to add tracks and layer them would be awesome. What about automating or programming tracks?

KittyhawkMontrose responds:

There's no multitouch, but that's a good idea about layering or automating tracks. Maybe for a V2.

Okay, so here are things I think need work:

1. Far too dark, even when I've turned on the lights
2. Also, you expect a brighter light around him
3. The game pauses itself when entering/leaving rooms, and at other times
4. Rooms far too big. Lots of wandering around in massive spaces with nothing to see/do
5. Room size issue exacerbated by slow movement
6. Menu scene transition far too slow

EDIT: All the rooms seem too big (at least the ones I've discovered), and especially the liminal spaces.

carlosfruitcup responds:

Thanks for the feedback, which rooms are too big? Also the game pausing itself when you enter rooms shouldn’t be happening

The mention of RPG Maker really makes me struggle to get enthusiastic, as so much made with it is so formulaic and bland. I gave this a chance, and I'm really glad I did.

You've made something that really grabs the interest. The cutscenes are brilliant. Dialogue, story A+. The story is really engaging, and I want to find out more and finish it.

However, for me, the chase/run away mechanic was done before I escaped the music/piano level. Deaths lacked the rapid restart I'd expect in situations when it's easy to die, and running away feels overdone. Not completed it yet because it gets a little frustrating, but it keeps dragging me back, so you've clearly done something right. Good job. I look forward to seeing more.

This is lots of fun! Certain aspects of the graphics could do some work, and I'd like to see auto-fire while the mouse is down. Finally, I suggest you shrink the player hit box a little, or make the one-tile high corridors taller, as trying to jump in them can be difficult.

Sorry, but this is just annoying. Only three lives, very few checkpoints, a timer, and no quick restart. There's too much against the player for this to be fun, and the movement is a little fast. It looks great and has potential, but the difficulty needs adjusting.

A rage game should have an instant restart, otherwise it feels frustrating when waiting for the game to begin again.

Utterly awesome. Pretty dark and twisted in places (but I love that), and the puzzles were mostly logical. (Had to use a hint for a musical puzzle because I'm completely tone-deaf.) A piece of advice would be to make the arrows to other scenes much clearer. I was stumped for ages because I didn't see the arrow for the organ. Position them further into the scene, or make them wiggle, or something. Anyway, I loved it and went to check out the first part. Great job.

Age 43, Male

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