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JeffreyDriver

156 Game Reviews w/ Response

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This is really well done. Smooth gameplay, and even with the rudimentary graphics, it's clear what's what so you're not left guessing. The controls are really easy to get to grips with and the game is fun to play. Good level design, however, the last level, due to its size, is a little frustrating if you have to restart, especially as there's no save.

Liquidream responds:

Thanks a lot for the feedback.
Yeah, the last level was me being a bit silly really (making a BIG house) - only occured to be afterwards that the lack of a checkpoint would be a pain.
Thanks again

This is really done quite well. My main complaint is that there's a try limit. The game gets quite difficult, so you should be able to retry levels until you complete them. The longevity should be provided by trying to complete it with the fewest deaths.

Lakshaymavia responds:

Changes some control and no try limit.. Now give it a try. :)

What on earth is going on? I'm the devil, protecting my house from a biplane that's tossing swords out? Though strange premises can work if the rest of the game is solid, as was often the case in old-school games of the 1980's.

Pick one graphics style/colour pallette and stick with it. Search for some old computers and their colour palettes, such as the Commodore 64, ZX Spectrum or Apple II.

Apart from the strangeness, there are some fundamental issues:

1. You provide no real instructions

2. The house moves about by its own volition, meaning it can collide with swords from the side which I have no hope of stopping.

3. R to retry, not F4, and SPACE/ENTER/ANY KEY to start, not F.

4. Retry should restart the game, not send me to the main menu. The restart screen is actually redundant as it doesn't display a high score or anything.

5. No score counter, giving no reason to play more than once as there's nothing to beat.

6. A mixture of graphic styles. Keep to one, and keep is consistent.

7. Similar to point 5, no levels or upgrades.

DARKBLUESHADOWPRODUC responds:

HEY I HAVE MADE SCORE COUNTER AND NOW SWORDS WILL DROP FROM RANDOM PLACES AS WELL

Really like the idea, really hate the controls. Please let click also navigate through text. Also, If I click on a different item it should jump to that rather than me have to keep pressing space until I'e gone through the text for the current item.

TeamHelix responds:

We've updated the game so that it allows for clicking to advance through text now as well.

I was expecting there to be some sort of threat, or some sort of other mechanic involved. Also, I don't know how many levels there are. I did quite a few but gave up as I had no idea how I was progressing. I didn't know if I was 1 or 100 levels away from the end, or even if levels were just being continually generated. It could also really do with a snap-to-grid behaviour as you sometimes get stuck when trying to enter passageways.

The game is well-made though. The controls are smooth and responsive (when you don't get stuck), and the graphics are fine. The music is good and suits it really well.

Kabalitox responds:

I take note of the advice and this very constructive comment for me !

The idea actually has some potential, but I need to point out the biggest flaw: the music is maddening.

As for the game, if you had some upgrades and different levels it could be quite funu.

CrazyRaccoonGames responds:

Lol, I have to agree with you entirely, it's the first time I work with audio and music and stuff, so I didn't really get it to a decent level, the next thing I'm mostly disappointed about is the UI, too simple, too ugly. Thanks for the review!

This is really good. It looks great, sounds great, and plays well, with responsive controls. My only issues are the controls.

I'd really like to be able use the arrows for all movement though (up for jump), and have space as shoot.

Gypopothomas responds:

Up to jump!? Gah! That's mad! ha! Just messing. I'll get yoru control style in with the next update.

It's okay. It's hangman, but with a short story. There needs to be some contrast between the letters you click and the background. It was quite difficult to see.

With decent graphics, with things going on in the background, some transitions and animations etc. it could be a decent little game.

I'd have also have liked to see different words when I retried.

If you were to stick with the same words, perhaps you could have different paths to take? You could do this by giving each puzzle two possible solutions of words the same length. The coding would get a little tricky as you'd probably need some quite complex logic, but it would be doable.

EDIT: A blurred drop-shadow would help make the letters easier to see.

SolarCrystalStudios responds:

Hello, thanks for commenting

Actually, many of these suggestions, where planned to be in the game, but since I am not yet skilled enough, they unfortunately did not make it into the game.
I also think that Unity is a more stable engine, where the transition between frames of a game probaly are not that slow, why am I going to be learning that now, while after I am coming back to this game made in Unity instead, with much better features.
I mostly uploaded the game now because of the "pride" of having submitted a game to the web, which I have been triying for years.

As for the visibility of the letters, would it help, if they had black borders around them?

This is quite fun to play, however I'm not a fan of having limited bullets. That sucks the fun out of it a little bit. Maybe have so you can still fire, but more slowly? I know you can charge it by using the TV, but maybe there should be more TV's?

Enemies need health bars, and powerups would add some variation.

penfolds5 responds:

Thanks. Totally agree. It's my second game. I will continue to update. The KFC buckets increase fire rate. It would be good to have some variation in guns too. I had more TVs but removed them cause the game went on forever. I'm making some additional variation on the enemies and will update.

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