00:00
00:00
View Profile videogamer0810

142 Game Reviews

47 w/ Responses

Glitch Report.

On Level 17, the raised rectangular area after the two floating circles is glitchy. On contact, it messes with the bike. The first time I landed on it, it launched me all the way up (with tires several tens of pixels away from the bike body for some reason). Second time, it was an instant crash. This needs to be fixed.

Do you know why this isn't good?

It's because there's no goal to reach, and no way to win or lose. Therefore, it's not actually a game, only a toy, and a boring toy at that. Rather than present an inane objective (i.e. eat burgers and dodge skulls forever), present a specific challenge (e.g. eat as many burgers as possible without touching a single skull, get as many points as possible in a set amount of time). Create a way to lose the game, and suddenly opportunities for winning (i.e. achieving goals) will open up.
Also, adding sound would be nice.
Take it from a Game Design major.

EsMatiCSounDs responds:

yeah, yeah YEAH! this is my first game anywayz

Needs a lot of work.

The art is nice. It reminds me of the Hapland series (I assume that's what you're going for). Unfortunately, a lot of the clicking mechanics are almost impossible to work with; they are usually too small to click. The first part, especially, is frustrating. In order to get past the safe, you have to click on a very tiny object, then run past by clicking the empty space in front of the guy on the bottom right. Unfortunately, a lot of the empty space is non-interactive (the cursor does not change to a hand). So naturally, it becomes an ordeal to get past the safe.
I would also like to tell you that in certain situations, everything becomes unclickable (save for the retry button). Given that a similar situation occurs when crushed by the safe, I deduce that total non-clickability is supposed to occur when you do something to make the game impossible to complete. The three situations I saw this occur in were:
1.) Being crushed by the safe.
2.) Shooting the lever operator with the cannon.
3.) Shooting the monkey, getting that silver thing, and climbing down the ladder.

The second instance is bad because you are not given any reason beforehand to spare him ("Well he tried to kill me! How was I supposed to know I wasn't supposed to kill him?")
And the third instance is clearly a bug, because nothing was apparently done improperly.

Conclusion: 1/5. Fix all of these problems and you may have something worth keeping here.

A truly amazing spectacle.

It's difficult for me to fathom the amount of effort made in programming this, but I can imagine that it is far beyond the scope of my abilities. Never have I ever imagined creating a game so graphically appealing and almost-entirely-glitch-free (the ball did get stuck on a black brick once, but that's it). Wonderful.

On another note, for the longest time I didn't realize that the paddle had any vertical movement capacity (as I had my cursor over the threshold). It should probably be mentioned in your instructions that full potential of the paddle can be utilized by moving the cursor below the threshold.
Also, I would change the music.

Still, wonderful job. Top scores in vote and review for me.

I like the original PacMan. I don't like this.

This PacMan game is much too slow, the ghost AI is pretty stupid (one actually moved away from me while not blue), and the controls are shaky (you can turn towards the walls). This game needs a lot of fixing up before it's ready to be a permanent guest.

Seandadj responds:

well ill take on board all your saying.

It's awesome once you finally understand it.

This is one hell of a puzzle game! I mean, sure, the learning curve is pretty advanced, but once you understand how to play, it becomes so much fun.
Let me see if I can explain it a little more clearly to those players who are still confused. You start the game with a bunch of sticks with round heads. One of them will start moving when you hit play. It will then continuously travel in a clockwise or counterclockwise direction on a square path. The square path's size can be changed to one of three pre-given sizes. When a moving stickhead hits another stickhead, the former will transfer all of its energy of motion to the latter.
Your first goal should be to get one of the stickheads to pass directly through the blue square marked 1. When you do, blue square number 2 will appear. You must then figure out how to get a stickhead to pass through square number 2 while still hitting square number 1 as you already are. Once you do that, then you will have to figure out how to hit 1, then 2, then 3, and the process continues from there. If you're lucky, you'll reveal several steps at once. You win the game when you reveal and pass through all 34 checkpoints. It's that simple. Of course, it's easier said than done.

But anyway, this was one helluva game. I got a great mental workout from it. Sure it's not the flashiest game, but it's one of the most stimulating. A 5/5 for you, my good man.

Too glitchy.

First off, the battle system could use some work. The big problem I had with it was that Tails was able to attack one last time when Sonic's attack depleted Tails HP fully. It is important that you check the state of both characters after either one finishes their turn. Also, I don't like that Sonic is attacking with a hammer. Rather, he should attack with a spin attack, which has been his signature move since his first game. And I would also like you to add music to the victory screen. Rip off the Final Fantasy fanfare; I don't care, as long as something gets put in.
Secondly, and much more importantly, I would like to point out that I was unable to advance at all through the conversation which takes place after the initial battle. This is an extreme glitch which must be fixed in the next submission.
I sense you have a great idea, but in its current state, it must be blammed. But please resubmit once you've fixed all the bugs.

maddflashDP responds:

I was in such a rush to get this out it was a one man job

I liked it for the most part.

Letters I liked: (11/26)
A - for awesome. It's fun to make them do the wave.
F - I like the falling and interlocking effect. That was good.
I - Love it. The dots become soccer balls and create great group effects.
J - Bye, bye, birdie! One of the more enjoyable effects.
K - Great explosion/reassembly effect. Again, really cool to view using group effects.
L - This is not impressive on its own, but the slinky effect it creates using the first group effect brings back memories of my Slinky...
O - Cheerios. The one and only. This was one of the best in my opinion.
R - Whee! Trippy multiple image effect! I love the chaos which ensues in the fourth effect.
W - for WHEE! Love how the second effect seems to emulate a strand of DNA.
X - I liked this one for the same reason as K (explosion/reassembly)
Z - This was probably my favorite effect. It's fitting that you would save this for last.

Letters I thought were okay: (13/26)
B - Sure they turn and rocket off, but it doesn't work so well in a group.
C - I don't quite get what you loved so much about this effect.
E - Okay. They explode. The group effects are also a bit buggy.
H - Fireworks are alright, but not awesome.
M - More explosions? Not the most original idea.
N - Kind of weird. It could've been better.
P - Look at those mugs. Seriously, mugs?
Q - I've always wanted to crush a q... wait, no I haven't. Ah well.
T - I practically sneezed.
S - Animation was kind of long and too MS Paint-y.
U - Like S, only a little worse.
V - Again, the MS paint was a little bland.
Y - MS Paint.

Letters I really didn't like: (2/26)
D - was pretty lame. All the letters just temporarily vanish when a giant car barrels through.
G - made faces show up and played annoying sound effects. Group effect number 3 makes a disharmonious collective noise (to say the least).

Ultimately, less than half of the letters had an effect I liked; however, those letters were so enjoyable to play with that I feel you should get bonus points for them. Also, offering 3 different tracks to listen to was a great idea (and a mute button, in case you hate every track).

Crunk fo' shizzle.

Slow and glitchy.

This game was made so poorly, I found a tank turret just floating in midair behind a tank it was probably supposed to be attached to. Graphics should not take top priority, or else crap like this happens.

I love these kinds of quizzes.

Right now, I'm a little frustrated with finding the answer to the question asking what has 4 fingers and a thumb. But otherwise, great job. There are two glitches, however. When the blood starts running down (when you lose all your lives), if it is a timed question and the timer runs out before the "Loser!" message appears, the game freezes. Similarly, clicking on a wrong letter in a spelling question while the blood is coming down causes it to freeze as well. I think I can deduce that the conditional statement which checks to run the losing sequence is something like (lives = 0). It should, in fact, be (lives <= 0) so that such a problem would be averted. Hey, just fix that glitch and everything would be awesome.

(But, you know, if you could give me a hint to that question I mentioned earlier, that would be awesomer.)

SAGER89 responds:

Okay Thanx for the killer review....
ABout that riddle. You wear it, it covers your fingers and thumbs. You wear it when it gets cold or if your in a lab. Good enough for ya !!!!

...

Mitchell Bandes @videogamer0810

Age 35, Male

College Student

DePaul University

Chicago, IL

Joined on 3/21/07

Level:
21
Exp Points:
4,540 / 4,900
Exp Rank:
10,796
Vote Power:
6.26 votes
Rank:
Police Captain
Global Rank:
3,924
Blams:
921
Saves:
1,357
B/P Bonus:
16%
Whistle:
Bronze