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JeffreyDriver

156 Game Reviews w/ Response

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Interesting idea, but it starts really hard. Maybe reduce the spawn frequency and speed of enemies? And slow the scroll rate?

Byvsen responds:

Have you seen that you can change the game's difficulty? In the main menu, there's a button under the start button. Press that until it says gentle. Then the scrolling of the level should be slower, the enemies should spawn less frequent, and they should be slower. :)

Like your other one there's quite a bit to like, I just didn't know what I was really doing. I'd love to see you do a full game though, just maybe make it a bit more logical.

ArcheonMedia responds:

@JeffreyDriver...lots of thanks for your comments and review. Yes, these small games are just that-promotional games. So they are short and simple. Our main gain, The Amulet, is near done and I will be posting on this soon.

Quite interesting but there's a few issues. It starts far too dark and it's difficult to read the notes/papers that you find. I get that the power is off but maybe there's some emergency lighting? At least make to easier to read the text.

I can't find a way to quick restart? I had to reload the page. Also, when replaying to get other endings it would be good if I can start from the point where I've already got the power online.

stephenjalex responds:

There is a way to get the lights back on - you can restore electricity by bringing the nuclear batteries. And after restoring power, you can read the newspapers.

And no, getting the batteries are pretty easy once you know where they are, so I wont be doing the second change.

I love point & clicks and was really excited to see this. The art, animations and sound are all excellent. I have to agree a little with some comments regarding the UI. I'm actually using the same idea in my upcoming game, but the UI and text appear much faster than in your game. Also I let you toggle the look and use icon via a key press just to speed things up even more. Rather than having a tab for the inventory I think it should always be displayed in a bar at the top or bottom of the screen.

Finding items to pick up and interact with was something of a pixel hunt as it just wasn't clear what did something or could be picked up. Maybe the little cog on the mouse cursor should start to spin when you hover over an object?

SPOILERS BELOW!

The cork puzzle was fine as it was logical. But maybe there should have been a clue when you tried to use it as is that you needed to do something to it first.

The biggest pain was the keypad. I got the audio clue but it was of no use. I just couldn't get the right tones from the clue so I had to go through the buttons methodically to get the right answer.

The circuit board puzzle stumped me because I didn't notice something else on there that I could interact with. Maybe make that clearer.

MontiGames responds:

Thanks for the vote and the excellent review, Jeffrey! Really appreciate your thoughts and suggestions on the game, and looking forward to seeing yours whenever it comes out!

I can't get to grip with the controls. There should really be an option to keep them in relation to the wall I'm on. E.g if I'm on the ceiling, down should be jump and left should be left.

BJMgames responds:

Thanks for the comment, I'll try to change that.

It looks and sounds great, though the music really needs to be more fitting to the graphic style. Really digging the ZX vibe.

One thing to note is that the control scheme isn't any good for mac users. Having the option to use Z or X to attack is needed.

UltimoGames responds:

yeah I wanted to implement a 2 player mode, but 2 players on one keyboard is a bit clumsy. P1=arrow+CTRL, P2=WASD+G. Yeah, maybe I should look for proper chiptunes. Thanks Jeff!

Looks pretty good but I'm not a fan on the controls. It feels really clunky to use space to jump.

EDIT: Revised up from 3 to 4 stars. The up arrow made a huge difference. The game is good. I found jump was sometimes a little unresponsive, and I think that the collapsing platforms should be visibly different from regular ones before you jump on.

Sheld skeletons could sometimes be shot from behind and sometimes couldn't be. There should probably be some way of showing the small fireball charge up. Like a small progress bar around it or something.

IceDrumGames responds:

Thank you for a comment. I added Up Arrow button for a Jump.
EDIT: New sprites for collapsing platforms
Fixed shield skeletons
Fireball bar added
Thank you for helping make this game better!

You can't see far enough. It's very maze-like, made even worse by the lack of visibility. There are so many locked doors and it's not clear what objects/keys you need for which doors.

CjElliott responds:

Thank you for taking the time to review our game.

Please not that all key's match the corridor color or the door color for which they unlock, we also recommend running the game in fullscreen which can be enabled in the options menu, this will allow you to see small objects more easily.

This is pretty good, especially considering it's your first game. It looks good and the controls are solid. For a puzzle game think that there are too many tight jumps and the difficulty should be in the puzzles, not the moving around.

I found that the launcher was a bit temperamental and doesn't always work.

It's a great start though. Needs additional mechanics to be introduced in later levels.

VivAZ responds:

Thank you for the feedback I appreciate it a lot!

Regards to the launcher i'm quite sure unfortunately it is the engine self that i use since its quite new, however I will look into this and try to optimize it! I will be releasing more levels perhaps and will look into more mechanics which will improve the game!

thank you once again!

For an avoidance game, the controls are far too unresponsive. Also, would it kill you to mention the controls?

DARKBLUESHADOWPRODUC responds:

I will mention control now
Sorry for inconvenience

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