00:00
00:00
RaIix

415 Game Reviews

210 w/ Responses

5 reviews are hidden due to your filters.

I like it; it's quite fun, although there's a couple of problems.

First, and mainly – the game does not restart when you lose (making 'highscore' pointless). Whether you crash the car or run out of fuel, the game does not restart. Now, I later found out you can restart the game with 'R', but it's not written anywhere. You shouldn't rely on people's ability to 'guess' the controls. What about a restart button on the screen when it's Game Over?
When you crash, you can also potentially get hit twice immediately afterwards (e.g. when hitting a wall). There should be some temporary invincibility.
I also did not see a single powerup until the 20k checkpoint (or weirdly, after I died). If you stand still and wait, some do appear,

I was quite thrilled to see a "boss battle", but I can't get past it. The car becomes invincible, drives in random directions (no matter which keys I press), bounces and you're also no longer colliding with items like spikes or powerups. I'm not sure what you're supposed to be doing (high score: 20,003).
And AGAIN, I later figured it out – the boss which looks exactly the same as your car (!) spawned and killed me before I noticed. I thought I was healed before the boss battle, instead, it spawned while I was close to the centre and "replaced" me.
But I think the checkpoint and especially the zoom out is a good idea. I'd at least make the enemy car blue to make a distinction.

As for other things:
– I'm not sure if 'Boost' is useful. It just makes you more likely to crash.
– Not sure what the "crowned bean" powerup does.
– The boss probably should get hit by spikes. Also, I feel your fuel runs out too quickly during this phase. You have to evade his attacks, but doing so makes you lose when you run out of fuel.
– Why do we need the compass? Surely we can tell which way the car is headed even without it…
– The whole page scrolls when pressing arrow keys, especially when you have the compass powerup. Try the workaround as described here:
https://www.newgrounds.com/wiki/developer-resources/unity3d-webgl-support#wiki_toc_4

DerpGio responds:

I will try to fix many of these. First, I actually can't believe I forgot to mention the restart button, I know about the double crash and I think your idea is very good and I might implement it. The powerups are very random as they have a chance to spawn after a certain amount pf seconds, and I had to nerf them from spawning to much. The compass was implemented because one of my friends/playtesters found it hard to tell which direction they were going in and I will try to fix the page scrolling thing too.
(Spoiler alert)
The bean stops the car from acting for 3 seconds.

Well, I don't speak Spanish, although it was possible to guess the questions/answers. But you'd have more players if you translated the game in English.

It's a quiz, not really an RPG, and it consists of only three questions. The main problem is that even if you guess wrong, there are no penalties and you can immediately try again. And with only two possible options, it's really not hard to complete the game.

Great idea, although it's not very much right now.
At first, I didn't know how to zap because it doesn't work very well long-distance, but once the robots get closer, it looks cool.
There's little point of giving you constructive criticism right now, since everything is probably going to change, but well…
– I'd pick better ambient music than a six-second loop – it works initially, but gets annoying quite quickly.
– The game window is quite small; consider adding a fullscreen mode without the IndexedDB part at the bottom.
– I'm not sure if the zap ability works on multiple robots at once; perhaps it should.
– What about jumping? There's a lot of obstacles which would help you slow down the enemies if you could jump over them
– You can fall off the world boundaries, but who cares at this point of development…

I think this would make a really great horror game, especially if the environment was darker and you didn't get the zap ability until later. At one point, I was cornered by the robots and even though they didn't harm me, I was completely unable to move until I blasted my way to freedom. Imagining that, in the dark, with creepier robots; running through a maze of dimly lit corridors, until you reach a large room where you're completely surrounded, panic and learn to zap through – I'd personally consider it far more interesting (and with a story-telling potential) than if it was a simple shooter about zapping hostile robots until they get close and kill you.

Good luck!

Trell13 responds:

Thanks for the ideas. That does sound cool. I'll probably do just that.

Is there any content so far besides the initial corridor? I tried to run in all directions but the "mist" is faster (presumably because sprinting doesn't work). If you're supposed to do something once you reach a dead end, I didn't figure it out (or didn't have the time). Your walking speed is a bit slow either way.
I didn't encounter any interactable objects. For a first time player, having ~3 seconds to *guess* what you're supposed to be doing, after which you get killed and have to replay the game is quite difficult.

A fullscreen mode would be nice and as JeffreyDriver said, 1.5GB is quite a lot, especially since a single corridor is all I can see. Heck, the demo you linked on the forums last week had a third of that; 522 MB.

Trell13 responds:

There's a couple rooms you can enter but without the sprint system the game is broken. I dont know how to lower the file size any lower but I can try. There are switches that you have to hit in different areas to unlock an exit. I'll have to test it more.

Good game. I don't mind the difficulty, because if it was a lot harder, returning all the way to the beginning if you get killed would annoy me. (But I suppose if it came to that, there will be a couple of checkpoints along the way).
It's a pity the only hazard in the entire game are the flames. It gets repetitive over time. I thought there will be a new enemy introduced later, or Satan will make a reappearance as the final boss.

It's pretty good!
I liked helping the blue blob creature across, it was a nice feature. Although I think perhaps the dialogue shouldn't be looping. If you're going with him or reach the end before he breaks all the blocks, you hear his dialogue multiple times in a row. Even in your Steam trailer, in the giant red blob level, they all shout over each other.
In the demo here, the blue blob didn't move in the last, "cave" level, but perhaps that was intentional.

Also, I'm slightly disappointed in the teleporting box. The gameplay concept is great, but the title "BoyandBox" makes it sound as if they're partners, with the box almost being treated as a character on its own (think companion cube from Portal – which even has fans).
The teleporting box feels more like a tool without real importance.
It'd be interesting to see it change (somewhat) or upgrade over the course of the game.

Good luck with the game's release!

Asheepun responds:

Thank you very much for your nice words and the fair criticism. It really means a lot :)

I like it.
A simple game, but full of features and every single level was different. There's not really a difficulty curve or increasing challenge, though, and once introduced, most unusual block types / moving objects never make an appearance again. So it could use a couple more levels, making sure the final one is the most challenging.
As for minor things, the left/right moving platform was a bit hard to get onto, and you probably should use transparent background for the "WASD" picture on the title screen.

It's fine, but I think the choice of words is sometimes quite odd ("dialoguesystem", "teamexplorer", "monobehavious") and they have a good chance of repeating themselves.
I also don't think it should be case sensitive (at first I thought the game is broken).

But I like the idea of jumping; it's more clever than just typing with a timer alone. Perhaps if you type your word really fast, you could jump higher/further. I'd also show how many steps remain to the top, otherwise, you don't know until the last moment.

hoanglong12 responds:

Thanks!!! I'm really appreciate!! :D !!! You really give me some feedbacks for my game

It's starting to become pretty good. I remember your Golem platformer and I'm really pleased to see all the improvements.
A death message instead of just popping you back to the start instantly, an enemy, moving platforms, being able to jump through the bottom of a platform, animated main character, less messy art style, hearts and temporary invisibility… really, I look forward to your games a year from now because they're going to be great.

As for some drawbacks:
– there are still no sounds
– no point of 'Exit' button if it doesn't lead anywhere
– when you go left, your sprite should probably flip to face left
– I couldn't find the key to complete the level
– the enemy isn't animated
– the door has a small dark rim around it
– still quite short
– the problems with the page scrolling can be solved either by changing movement keys to WASD, or blocking arrow key events in the index file, as described here:
https://www.newgrounds.com/wiki/developer-resources/unity3d-webgl-support#wiki_toc_6

As for the art asset you used – you didn't 'steal' them, you used free assets perfectly legitimately. Crediting the source in Author's Comments would probably prevent some accusations, but since attribution wasn't mandatory in the license, you didn't have to.

---
P.S.: For crying out loud – yes, the assets aren't the author's creation, but that's not the requirement to upload a game, is it? It seems to be the Autumn Game + Reaper Man sprites from https://craftpix.net/freebies/ which are both freely available and can be used even for commercial purposes without attribution.

There are only three options, currently, also there's no way to come back to the selection after picking "shoot" or "i like trains" (or it takes forever).

Also the fun of the original asdf was in how random and unpredictable it was, so selecting an option which plays out exactly as you would expect isn't all that enjoyable.
And since the train animation loops for a long while; then the sound should probably loop as well.

JeremyGonzalez responds:

Yes im fixing a lot of that in version 2.0 and about the looping thing. I did try to make it loop but it aounded very annoying and just bothering also i am fixing the shooting thing as we speak but am having a few coding problems

Age 30, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

Level:
39
Exp Points:
16,148 / 16,890
Exp Rank:
1,451
Vote Power:
7.99 votes
Rank:
Sergeant
Global Rank:
1,492
Blams:
691
Saves:
5,242
B/P Bonus:
24%
Whistle:
Bronze
Trophies:
1
Medals:
2,501
Supporter:
5y 7m