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shinobody

153 Game Reviews

41 w/ Responses

4 reviews are hidden due to your filters.

Awesome. Graphics style is great, sound is good, music awesome, weapons cool.
Possible improvements?
- Please, give a hit player means of self-defence. So rather than losing weapon, after being hit it'd default to a pistol;
- Put encyclopediadescribing all weapons, achievements and enemies;
- Add a visible sound and graphical effect when you're hit (e.g. screen flash)
- More levels/more varied maps/more game modes (rod delivery gets monotonous after a while)
Pretty amazing game with great replay value. Hope for a sequel.

Looks nice. IMO definitely continue this, properly executed it could serve as great parody of both Limbo and all other Limbo-styled platformers.
4/5 for cool idea.

Guns suck.
No honestly, just firerate/spread is not enough to randomize weapons. I mean, if there were different kinds of damage (rocket/acid/ice etc.), different range, special effects - then why not. But now, you only need one gun - something with good spread and good damage - which renders ten slots kinda redundant.
Also, names could help identify the guns.
BTW, how is DPS even counted? To target hit by one of the bullets? Assuming all bullets hit a target?
Enemies suck.
They're nothing original - some are faster, some are tougher, some shoot bullets. Done a thousand times. No different species, no weaknesses, nothing. They're dumb and easy to kill.
Arenas suck.
Or should I say ARENA? Since there's one, and very small. And it is too small to allow any tactic beyond "keep the far away with something fast and dodge bullets".
Summarizing - game is severely flawed. If you intended it as alpha/beta of sorts, just a check if the engine works, then I say it was successful. But as full game, it falls flat.

WarpZone responds:

Thanks for the feedback.

Totally with you on the weapon names, and I thought about naming the rooms, too. The way DPS works right now, yes, it assumes all shots hit an enemy. It's less about finding a situational weapon and more about finding a weapon the suits your play-style, advancing a few rooms, then replacing it with a better one as the enemies get stronger. I'll think about elemental damage types though.

You're right that 10 slots is overkill. The fact that people are interpreting these all as shotguns tells me I definitely focused too much on spread as a means of differentiating them. In fact, the system as it stands now can produce machine guns and sniper rifles, it just tends to produce some type of hybrid most of the time. Maybe I'll change it so it decides what real-world category of weapon it's making first, and classify all the weapons that way before generating stats. I could do something different with the graphics, too, so you can tell at a glance what's a shotgun, automatic rifle, or pistol.

Scrolling levels are out of the question with this engine, but maybe I could pull the camera back a bit so everything's smaller. I felt like this scale was a good trade-off between graphics and maneuverability, but I'm open to changing it if you think it would improve gameplay. What type of tactical gameplay were you expecting, use of cover? Exploration? Send me a message about this.

More advanced enemies are coming, including bosses.

Thanks again. You really drilled down to the specifics with your review. Fact is, I had a beta test going on, but almost nobody was participating, so I decided to just release it as-is and get feedback that way. Thanks again.

Well, it's just an autorunner. I guess lot will actually depend on actual level design, so I wouldn't call it disaster just yet.
Also, most important thing I care about if it's gonna make actual money to Capcom, ergo proving them money can still be made on MegaMan.

Idea is not bad. Biggest problem is, not much is clear. I won't eve pretend I have any idea how health system works. Also, stars limit and falling damage seem like maybe not the best possible choices in game with randomly generated levels.
See, as much as I like the art style, game is confusing, ad brings no effort to educate player on how it should be played.

Droqen responds:

Thanks for the feedback! :)

I'd just like to point out that limited stars and falling damage are arguably the primary factors in making the randomly-generated levels worthwhile.

I agree that the game doesn't do the best job of teaching new players exactly what to do. It's hard on them, demanding that they make some logical leaps on their own. Eventually you run into enemies you have to figure out on your own anyway, so maybe it's a lesson for the future? I don't know! :)

Argh. Linear and flashy to point of absurd.

Gets tedious after a while. Single session ("life") can last for a while, since there is lot of pickups, and with proper timing player is indestructible (and enemies are not a challenge) , and it takes lot of mistakes and bad luck to die. Because of this, game feels repetitive, especially since you'll constantly visit the same arenas. Also, you rarely see the upgrade screen at all.
Possible improvements could include more arenas, in-game upgrade shop (rather than after-game), more varied enemies (gunners/zombies/whatever).

I wonder if recent frontpaging has something ito do with the fact explodingRabbit is now making commercial game based on SMBC, Super Retro Squad. Fact is - this is one of my favorite flash games, ever. So is version 2.0 (because Ryu), and I'm pretty sure SRS is going to be awesome too.

A) Get some music and sounds (from NG Audio Portal, or Freesound.org)
B) Make sure that players die if they fall (surround the map with trigger that kills you and restarts the level?)
C) Make sure there is some way to know which objects are fake. Having to guess "which block ahead is fake" with no hints or logic behind it is no fun. It's tedious.
D) Physics (collisions) suck to the point where game is unplayable.
E) Don't respond to criticisms "it's a demo". We know it. People tell what is bad in the game so you'll know what to fix in the full version.

hamza62240 responds:

OK, I am working on the restart box, more levels, bug fixes, fake object hints and more.

But sorry, i cannot fix the sound one cause i do not even know how to add sounds and i dunno why, YouTube is banned in my country O.O

Buggy, slow, not scary, characters look too silly to be afraid of them, and rather than searching for free sounds and soundtrack (e.g. on FreeSound and NG Audio Portal) you ripped them of proprietary sources, and you didn't even even credit author of original Slender (Mark J Hadley, aka AgentParsec). So, you rip off someone's game - badly - and don't credit these people. Fuck this crap.

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