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142 Game Reviews

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I've got a few suggestions.

Try speeding up the attack animations, and putting the characters closer. Also, make changable characters, backgrounds and music.
But most of all, make the customization interface more user-friendly and malleable. For example, put the player and enemy stats on opposite sides of the screen as a reflection of one another.
Also, use two variables for each HP and MP value (e.g. PlayerCurrentHP, PlayerMaximumHP, EnemyCurrentMP, EnemyMaximumMP). This way, HP and MP values WON'T persist after battle, and it will allow you to have healing spells which don't give the player or enemy more HP than they started with.
Normal attack damage for both characters should have a minimum value and a maximum value, as well as a multiple which constrains the possible random values of attacks (such as multiples of 5). It's been a while since I worked with Flash code, but maybe something like...

ThisAttack = multiple*((random((MaxDamage-M inDamage)/multiple) + (MinDamage/multiple))

There may be errors in syntax, but I think you catch my drift.
Anyway, that's all the suggestions I have time for. Put them to good use, okay?

Cloudv909 responds:

Yea I'm considering a lot on what you said. Thanks for the review!

Not a good game.

Graphically, it's well done. But considering that you are one of the more professional designers here, I would have expected that you would know well enough to allow the player to see further than 3 feet ahead. Also, it's impossible to make it through a level without taking damage, because enemies have to be defeated or run through, and fighting them involves always making contact with their bounding box.
Also, the crushers in the temple level damage you when they're going up. It's also impossible to make it past a crusher without losing some health.
As you can see, I highly disapprove of the quality of gameplay. I think you focused too much on sounds and graphics to realize that, underneath it all, your game is not fun to play, because the player as no control over losing health at every moving obstacle, and combat is not engaging at all.
As punishment, I give you a vote of 1/5

Good concept, not-so-good game.

Well I must say, you're given more than enough incentive to leave the area as quickly as possible (he might want to have a "talk" with his "friends" later).
Unfortunately, the massive problem with the gameplay is that the perspective is simply terrible. Too many times I got caught because I couldn't tell where horizontal aisles began or ended. Maybe if it were closer to a top-down perspective, it would have been more fun. But it was difficult to navigate the obstacles with the view as it was (more difficult that you intended, I assume). So make sure the gameplay works before releasing it to the general public, mm'kay?

P.S. The 0 for graphics is a good thing.

Nice game.

I love how you have to watch for giveaways by the enemies to avoid being caught, as well as having to react to random surprises that may throw you off. Very well designed. But a bit too short. Although the ending was nice, what with them growing old together.

2nd high score. Oh, right, review...

The danger of your cursor appearing over a death star when the level switches shouldn't exist. The element of luck ends up dwarfing the player's skill as a result. Didn't happen to me, but it could've. That's enough incentive for me to tell you that you should fix that one aspect.

(Listen to the Game Design major.)

JC-FLASH responds:

I did mention in authors comments you can use the timer area for a safety zone. Perhaps I shold of made it clearer. Thanks.

I really think it needs improvement.

The interface is my one big concern. The explosions are extremely distracting, the aiming cursor is very hard to find, and the ship can easily be lost track of. Unless the main challenge is to see through a flurry of input that is supposed to completely throw you off, I suggest you improve this. It's not a hard fix for you. Just make the enemy explosions more transparent, and the ship and cursor more visible. Simple changes in graphics will make this not-so-good game into something fantastic.

Pico sez: "Blam this piece of CRAP!"

I think this game is terrible, to be honest. It is way too hard to be fun at all. Start off with easy levels and work up to the first level. People are not going to enjoy a game where they can't even make it past the first inch of the first level. And I doubt I suck that badly at the game.
In terms of graphics and sound, it is average. You have the aesthetics down. The whole package, however, is just plain awful. Ultimately, if gameplay sucks, the whole game sucks, and then suddenly aesthetics don't mean shit.

LOL AIDS.

To be perfectly honest, if he's too stupid to move out of the way, he certainly deserves to die a painful death. I'm just a little disappointed by the "Happy Place". It's like providing 8 doors to violent comedy, and 1 to boredom. Winning is actually the worst choice.

Yeeaaah...

One thing you're gonna have to fix is the start button during gameplay. If it gets accidentally clicked, you start over, and it sucks when you're on a roll.
By the way, Humor is 2 because of the squeaky sound when you hit the goal.

Alexville responds:

Thanks for the review. I fixed the problem with the start button. Thanks for bringing that up.

Problems you should fix for next version.

The memory variables start messing up when I reload a game after completing it (to cheat, naturally). I retain all battle moves, email addresses are sometimes there or not, and all unequipped clothes are saved (I now have three spare Pico outfits in addition to the one I'm wearing).
Naturally, these glitches only occur as a result of trying to cheat the game, so I suppose it's deserved that my gameplay experience be ruined. Still, it might denote an underlying problem in saving cookies, so I thought I should mention it.
There are also qiute a fwe tpyos in your game that you need to fix. You'll have to go through all the dialogue with a fine-toothed comb to weed out all of the mispelings.
And do you have any access to recording technology? I'd like the characters to have voices. That would make the game more interesting.
One last thing: Have you considered giving Pico a LUCK statistic? I figure players would like to be able to influence the results of actions that up your stats. Luck would probably only serve to boost the chances of getting better increases (like +9s for Strength and Intelligence), but you may see fit to make it applicable elsewhere too.

...

Mitchell Bandes @videogamer0810

Age 35, Male

College Student

DePaul University

Chicago, IL

Joined on 3/21/07

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