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RaIix

415 Game Reviews

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I am somehow always stuck with a 3.5 stars when rating your games. They're technically flawless, always entertaining, mostly moderately challenging, but lacking something what I'd call "depth". That could mean consistency (medieval tower doesn't go along really well with number/colour lockboxes), diversity (something which would help us remember a particular game you made) logic (why don't I use chair to reach the shelf before dismantling it for one single log?), main character motives ("you can't leave yet, you need to solve a mystery first" – but I don't even know what I'm supposed to look for and why) and story that isn't just loosely hinted. I think adding any of that – especially in your multiple episode series – could make your future games even better. Just some ideas.

Anyway, some notes about the game;
– I don't know if you had a particular age category in mind with this game, but sometimes there was a bit too much hand-holding ("A wolf, maybe this is a clue")
– If you move a box, shouldn't it stay like that even if you leave and re-enter the screen?
– There was a typo "You took the candle, it was falling *off of* a wall"
– Your new inventory layout is great! But have you considered "drag & drop" system? It would make it a little more user-friendly, especially when you need to combine items.

Overall, it was a nice game, good job. :)

That was a very interesting and creative concept. Well done.

I would probably gave you more stars if it had an "ending" of some kind. Now it's an interesting, emotional idea, singing while waiting for the train, but the singing eventually stops and there's nothing much to do – and nothing at all happens.
I am not eager to actually see the result of a collision with a train, but you could – for example make the song gradually louder and the train gradually quieter, then make the screen fade to black, insert a few seconds of complete silence interrupted by a train horn… maybe. It's your game, anything is good but in its current state it seems a little bit unfinished.

POTEC responds:

absolutly objective assessment. this game kinde of testing, and little chalenge to me like "Anyway you most compete some product". I see all my misstakes, but I'm glad that people are watching and do reason remarks. I dont wont work on this any more, but i think about new game and
I'm sure this will be mach qualitatively and this will be realy "game", in the conventional sense.
(sry for my english)

Just one level?
It is an interesting concept; building a tower while dodging bullets, but you movement speed ought to be faster.

chriscost0318 responds:

I'll update the controls to be faster thanks :)

Interesting. The weird backgrounds, the music and especially the tickling clock in the first room surely support the idea of a not-very-sane person. The overall atmosphere was the best thing on this game, aside from that, it was quite simple and short. But it is definitely something you could build on if you decide to create a more complex project.

newgroundsHatesMe responds:

for the most part, i don't think short is really a bad thing. most of the games that inspired me the most were long things, but a lot of them were also very short things. I think complex systems are good sometimes, but other times they can distract from the main point of things. Right now, i'm just trying to figure stuff out, i've been doing this stuff for about a year on and off, i feel like i'm starting to understand some things better, but i like the idea of doing lots of small things to figure out bits and pieces before i try a big thing. and ambition is weird, i'd rather know roughly where i'm going with something, and stick with that, rather than fill it up with stuff that doesn't feel necessary to me.

thanks for the thoughts

Half of the scenes happen right next to a toilet. And that's probably where this 'story' belongs.

It is interesting (the music as well), nice idea, but it ended right after the introduction when it should in fact start getting intense.

I'm sorry for the lower rating, but this needs more work.
While I think this game has potential and set the atmosphere quite right, there was no clever tactic to avoid/escape the creatures (also, isn't there some text written next to their heads?), you just have to hope they won't be there when you enter a room. This is much harder in the first room, because you can't leave and you need to get the key on the other side, but there's a monster blocking your way. I never managed getting past it without losing a heart.
Then there's that distorted perspective when you go up/down; but that could work if you – let's say – meant to show that your mind is playing with you (since you see some scary faces from time to time). It's quite interesting until you get used to the effect.
Perhaps some of the items don't blend quite well in the surroundings (e.g. the first key) and the music might get repetitive after a while. Also, I had to play the game in fullscreen mode, otherwise I wasn't able to move after starting the game.

Like I said, I believe this could work very well, but it needs some tweaks.

kingsirdrmr9 responds:

Thank you for the comment.

Our game was made in a very limited time; even less so than other classes had. I feel if we had a whole semester to work on it, it would've been more polished. However, we managed to give off a good impression thanks to our artwork and atmosphere. At this time, we aren't allowed to continue work on the game, as we have to do this all over again with a new game by early December.

Does it have a conclusion of any kind, or does simply end after "just leave"? In that case, bad idea. Now it just discourages people.

The funny ending screens made me push the rating up. It reminds me of Tamago Egg App, which made you tap 1,000,000 times and then it simply wrote "So what?" and restarted itself.
Aaand here I have seen purple explosions. My life is now complete.

Age 30, Male

Game designer

Masaryk University

Czechia

Joined on 12/25/12

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