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Luis

90 Game Reviews

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Pretty cool little game. I thought the controls were a little bit stiff.
I do like the amount of creativity in interpreting the inspiration art. The voices are fun and the characters have good personality to them. I enjoyed the retro voice in it.

I felt the third level's design was a bit clunky and confusing. Just felt like too many things going on and hidden spikes and what not. Didnt feel as fun as some of the other ones.

WingDemon responds:

Yeah we tried our best in the time we had but we turned out to be terrible at allotting time since we left barely any for level design -.-

well next time we'll learn from our mistakes i guess. THanks for playing, Glad you lied it!

This game had good fun factor to it, and the art did well to capture the essence of the inspiration screenshot i think. I found making money in the game a bit too time consuming for the price of the objects you can buy. I think the difficulty curve felt right, it just seemed like the reward for it could have been more satisfying. I did like the guns and shotguns, even the boomerang had a good personality to the strategy involved in using it.

Well done!

Guy-Unger responds:

thank you man! and i totally agree with your opinion on the buildings

Neat concept for a game, the live your life theme actually works perfect for it and the situations are fun and engaging. WELL DONE MATT.

FrozenFire responds:

THANKS LUIS OMG <3

Neat little gadget, its nice to have everything in one place. For some reason my mouse wheel scroll wasnt working on the text. Not sure if its browser related, or not. I clicked on it to make sure it was in focus and still no go on FF. I didnt try on Chrome yet, but it wasnt annoying enough to do heavy research on it so yea. I wish there was a next / prev interview on the interior page. I just got done with an interview and maybe being able to go to the next / previous (assuming you only had sort by interview number at that point.) Loading a new interview and going back to page 1 after being deep into page 5 or something was mildly annoying. I feel you might be able to just fix that by putting a 'read interview 1xx' button maybe at the end of the interview dialogue

deathink responds:

Yeah, I broke the scroll wheel when I added the slider bar, i should have it fixed in a little bit. And I would really like to add a next button, I will have to see what I can do about that.

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!

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