00:00
00:00
Luis

38 Game Reviews w/ Response

All 92 Reviews

0 reviews are hidden due to your filters.

Really like the initiative by the userbase/you to do something like this. I like the whole concept of it and the execution. I'm biased because i always liked the Pip-boy thing and thats what it reminded me of.

Some observations:

- I think the speaker icon is confusing, it is presented to what functions as a button in other instances of it but that is just there for decorative purposes. I'd maybe make it instant mute. Or add some ))) to it so it feels more like a speaker. Its a just a weird shape right now. If you dont end up making it a button then itd be good to adjust it so it doesnt look like a button. maybe move it closer to the volume bars and make it not have the dark brown inset to it.

- A progress bar to the song would be nice. I dont necessarily need to fast forward, but itd be cool if i could visually see how long that song is gonna get me. Dunno if thats TECHNICALLY possible but itd be nice.

- Love the slideshow feature. Would be good if that felt more like a button. Maybe something as simple as placing that dark brown inset behind it. Cant wait to see more art in there.

deathink responds:

I agree with all your observations entirely. I was just really excited to push this live, the button was going to be a mute button, the slide show btn is a work in progress and was a after thought, i really wanted it to be an icon but i couldn't think of what to make it, and while I debated putting in a progress bar i did build the back end so i could implement it... I had previously built a crappy version of this and lost the files due to a hard drive crash , so there was a lot more work i did for this. While this player did get out of control, I did cut a few corners, THANKS FOR POINTING THEM OUT JERK :P just kidding, thanks for all your suggestion, and I plan on updating this weekly so,check back every week. P.S. I just watched your machete video... FUCKING AWESOME!!!!!!!!!!!!!!

I ollied to outter space and thats pretty much what i always wanted to do in the tony hawk games so for that i gave you 3 stars. thank you.

I-smel responds:

Well that's good, cos watching Gilbert Gottfried infinitely kickflip through the omega nebula is pretty much what I always wanted to do in the tony hawk games, so I guess both our wishes came true.

I liked it, the concept was simple and the sneaking aspects had an approachable tedium to it. It froze on me on that locked part with those two server things. I like that you are dropped right back in it after youre caught, no nonsense or guy screaming sneaaaaaaak into your ear during the game over screen.

During the cafeteria part i wanted to knock on the wall just before exiting and have the big mass of soldiers look over or something.

I-smel responds:

lol I wanted that aswel, but having that many soldiers all pathfinding and raytracing all over the place just raped a PC.

I fixed this glitch like 3 times, what the fucking....

SNEEEEAEAAAAAAKKKK!!!!!!!!

Blast from the past

Really like the touches. It gave me alot of memories of my youth, which any game that can do that is special. I think mechanically, it felt good on most of the levels. The zelda level in particular was alot of fun and i hate the zelda series and never bought (probably never will) any games of that franchise. The puzzle of it wasnt overly difficult or tedious, there was enough paths to feel satisfying. Boss fight was fun too.

The variety of medals also was cool, it matches the sillyness and the abundance of the game so i think having alot of medals works.

I found the balloon fight level to be kind of frusterating. I think on a gamepad it'd probably feel better. The tension of the gravity and the slowness of a keypress made abobo feel unfairly heavy sometimes particularly if you accidentally miss popping a balloon. you just plummet like a rock and have little to no chance of saving yourself from the heavy pull of gravity.

Also i found the logo intro at the beginning to be a little too long.

Good work. Loved his son's baby blue eyes.

Abobo responds:

9 luis? We're in a fight now.

slowwww

man, i was excited about this when i saw it in beta, what happend that it runs so slow? Even in the lowest quality its like playing with sticky shoes.

I think you shoulda resolved that way before you put it out, its like borderline unplayable. No way anyone would want to play all the levels you put work into making :(

3D-xelu responds:

we kept adding things... and it got kind of crowded... we are not happy with the speed but.. we hoped flash 11 would help a bit =) Badly optimized :(

solid shootemup

Cut scenes were fun, the art was good and the bosses were interesting.

I think maybe the color palette could use some sprucing up from level to level. The levels felt long enough that looking at two levels that have the same look and feel despite the different scrolling, just felt kind of jaded.

RatherRandomReality responds:

Damn your artistic criticism, Luis. The game is practically perfect on every level imaginable!

Burned that continent down to its knees

And i feel very satisfied doing so. I thought the last boss was easier than the second one.

Wiesi responds:

haha great! and yeah, the balancing isn't perfect yet, i agree.

Pretty good play

I actually found the difficulty of the game pretty solid. Its always a challenge with these types of games to make the difficulty challenging enough to keep interest yet the puzzles not too obscure that they become frusterating. I kind of felt like it got to the frusterating point in the last Alice is Dead. In this particular game it felt comfortable. There were points where i felt stuck but i eventually figured out. Which was what you want from a game. Storyline was pretty good, the characters were fairly interesting and I did like the dreidel and mario bit.
One of the gripes I had was that the volume level of the spoken dialogue seem to fluctuate throughout. Didnt really affect the gameplay in any dramatic fashion but it kinda stuck out and was worth mentioning.
Also, i kinda wish i could skip through dialogue. Maybe being able to skip through it during the second time a conversation is launched? I felt kind of stuck at some points because the conversations were lengthy in some bits and i had already figured out what i wanted to do and just wanted to walk away or hurry the conversation and get to my tasks. I dunno maybe thats a personal thing. I also found that meter thing when you are doing away with that guy kind of laggy. Like it wasnt registering my click accurately so it felt unnecessarily hard to hit that sweet spot. Dunno if that was intentional.

ANYWAY it kept me busy for a good 20 mins so all in all good ol' graphic adventure

BoMToons responds:

Allowing skippable dialogue on the 2nd go-round is a good idea.

As for audio, since 1/2 the game was done 4 years ago, and then we returned to finish off the rest recently, the differences were kind of unavoidable, hopefully we can focus enough on future installments to record all the audio in the same timeframe :-P

THANKS for the review LUIS!

not bad

Pretty simple fun concept. I wish the game would pause when your pointer went off the screen. Some of the levels are intense and your pointer is going all over the place id go off the screen too often and would get gang rapped by the enemies i had on my tail.

HybridMind responds:

Thanks for the feedback. Let me repost something I shared with another player mentioning the screen edge problems:

"As far as screen edges issues go well there actually isn't a lot I can do. It is far to jarring to pause the game if the mouse hits the edge because it happens a lot and would lead to an equally frustrating experience for the player. Since this game is a mouse skills type game at heart avoiding the screen edges as well as the obstacles are all part of the challenge. Sorry I don't have a better solution. Flash games often have issues with game screen edges because the flash player doesn't allow us to lock the mouse. "

Pretty good

Its a pretty interesting concept. I thought the > marking the exit was kind of confusing. Maybe it should just say exit or not look so much like a play button. I eventually figured it out, but from UI standpoint it could be executed more effectively i think. I also kinda wish the game screensize was bigger. I felt like i really wanted to play and make more elaborate / creative routes.
Art was cool as was the physics

ChrisKempt responds:

Hey Luis,

Thanks for the feedback, awsome stuff. You make a good point about the exit actually... we avoided text because of the whole multi-language thing but I guess we could have another look at the design and see if we can find a way to make it more obvious.

***Update*** We've changed the icon, do you think that's more intuitive now?

With regard to the screen size, as ever it's a toss-up between screen size/graphics and performance, in this case we wanted the explosions to be as spectacular as possible so we went smallish with it. I think it's all the better for it personally. The levels do get pretty challenging as you progress though there are 25 in all so it's worth chugging on!

Anyway, thanks for the very constructive feeback, I really appreciate it.

Cheers

C

Interesting blurb

Server spiller

Moms house

Joined on 4/23/00

Level:
11
Exp Points:
1,230 / 1,350
Exp Rank:
52,813
Vote Power:
5.32 votes
Audio Scouts
3
Art Scouts
10+
Rank:
Civilian
Global Rank:
> 100,000
Blams:
17
Saves:
32
B/P Bonus:
0%
Whistle:
Normal
Trophies:
120
Medals:
831
Supporter:
9y 3m
Gear:
49