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JeffreyDriver

156 Game Reviews w/ Response

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Pretty good. I like the idea and the function of each node is pretty clear. The main issue is that if you get stuck in a loop you have to close the window and reopen it.

EDIT: While I was writing this I realised that eventually, the loop stops. Might want to add a reset button anyway.

Criobite responds:

Thanks for playing! You can actually stop the run by clicking the start node again, but I'll definitely make it more obvious in the "remastered" version of the game.

Too many game breaking bugs.

1. Player projectiles can spawn in the wrong place. In the most extreme case, they fire from an enemy and once that enemy (or remains) are off screen you can no longer fire.

2. Movement keys can stop responding.

3. So can the fire keys.

4. Sometimes levels won't end. You'll just keep going upwards even though there are no more enemies.

5. Health/Mana bars sometimes glitch.

Shamahan responds:

Thanks Jeffrey, I very much appreciate your bug report list, I just released a new version of the game that should fix all of these issues!

Lots of pixel hunting, and by buying the crystal after the map the game became unwinnable and I had to start over.

selfdefiant responds:

You should have to buy the crystal after the map. I tested and everything should work just fine.

Actually, this isn't that bad, it just lacks some finesse.

1. Bullets don't really go in the right direction or spawn from the right place.
2. The machine has no health bar.
3. The boss has far too much health and some of his attack patterns last too long.

Herbrek responds:

Thanks for your feedback! :D

1. Enemy bullets travel too fast and are too hard to see. There needs to be a clear contrast between the bullets and background. Make enemy bullet red with a nice outer glow.
2. The player shouldn't stick to the mouse but follow it.
3. Add new enemy types with their own behaviors.
4. I like the random enemy movement. It makes them seem intelligent like they're trying to outsmart me.
5. Needs eye-candy. E.g. explosions.
6. Keep learning and improving.

edudev responds:


Hello Jeffy, the game actually contains a lot of errors and most of it is due to the super limitation that the engine brought me. Thanks for the criticism and the work that gave to do it, I really enjoyed the ship follow the mouse in a next update I will implement!

Idle/Clickers aren't really my thing, but I can see that this is looking really polished. The pickup-range for the mouse either needs to be bigger, or upgradable.

Maybe to keep interest there should be rooms, rather than floors so you can explore in a way not so linear.

EDIT: I played it through and here are some more thoughts.

1. Keys are hard to come by. Even after I'd beaten the game I had dozens of quests uncompleted as silver keys also become far too expensive.

2. This was even worse for gold keys as after I'd beaten the end boss there seem to be no more gold keys.

3. You should get something for items that go to the trash.

4. The fruit machine at the end shouldn't be random. You should have a better chance of getting stuff. I only managed to get money (strawberries) and exp (bananas). Even after spending much more than I put in I couldn't get anything else.

antebios responds:

Thank you for this constructive and mature comment !

I really like the concept of this. It takes me back to the 80's and games like Skull. Of course, it needs some refining, but I think if you stick with it and keep improving it good be great.

Personally, I don't think you need the turn buttons. If you just had left/right to turn and up to go forward, that would work and then you could easily implement keyboard controls.

Needs a map. I had no idea where I was going. Maybe something you uncover as you go. Found some stairs but couldn't go down. Perhaps having different things to help you see if you've been somewhere before, like torches on walls, spider webs and other decoration.

Fighting also seemed to lack any strategy. Just kept hitting swing until I turned them into a pile of bones.

zulad responds:

Thank you for your impression. At the moment, the game do not have much options and present only the first floor level as prototype.

I will working on to add more characteristics and a little intrigue. I fixed a deadline of 3 months to release a better playable projector which is only targetted for android. I must fix the width asap.

Anyway, I am happy to see someone liking this old concept… Cheers

Pretty good but there are a few issues.
1. I'd like to be able to view a level before and between shots
2. Sometimes the ball would come to rest on a horizontal platform and I had to restart
3. When pulling the ball back sometimes the camera would jitter
4. The UI is tiny

larrynachos responds:

Thank you for your feedback! I will definitely test things out with a camera preview (maybe something attached to the mouse?). I'll try to optimize the levels so you can roll from most platforms, but sometimes you'll hit it just right and you'll zero out your velocity (idk how to fix this yet).

I do know about the jittering camera, and sometimes the monkey would just plain get stuck. I'm still working on finding a fix for it :)

I'm working to make the ui prettier as well. Thanks for your feedback!

Really love how it looks and the gameplay is fine, and I found myself really wanting to play more, but there are a few issues.

1. I can read much faster than the text updates and I could not find a way to fast forward it.
2. Custom keyboard controls would be useful.
3. I died and had to resit through the intro.
4. The ghosts are too transparent.
5. Spikes etc need some way of making them stand out from tiles more.
6. At the first turkey it wasn't really clear how I should tackle it.

BLACKMASKCEO responds:

Thank you for playing PQ! I appreciate the feedback and I will take the information into consideration. Consider following my progress for future updates on the game! ^^

Pretty good. Fun until the last level which was bordering on frustrating rather than challenging. Continue game doesn't seem to work. Sends me back to level 1. Maybe add a level select.

AlienPlay responds:

Thanks for feedback Jeffrey!

Age 43, Male

Designer

UK

Joined on 12/13/12

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