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7 Game Reviews w/ Response

All 37 Reviews

Wonderful

It seems most games err on the side of either game-play or story. Now while this game certainly 'erred', it is one of the few that is erring on the right side. The game-play seems like a tacked-on afterthought, but it is still very enjoyable.

My main gripe is that for something that has 'extra effort on story' there is quite an astounding amount of spelling, grammar, punctuation and capitalisation errors. You don't know someone who can proof read this for you? Even like, a ten year old?

Anyway, great game

flipntale responds:

lol'd at your second paragraph. we deserve that. won't happen again :D (one can hope)

Too hard, and then too easy

The first half of my playing experience sounded like this:
"Until the smiley moves? Moves somewhere in particular? Get smiley to the end of what? What am I meant to be doing? CLICK + SPACE KEY to grow? Do you mean SHIFT + CLICK to grow?"

The second half of my playing experience, once I watched some of the walk-through for clues sounded like this:
"That faint white square is where I'm meant to be going? It looks just like the background! No, there has to be more to it than that. Okay, so this game is easy. Really easy. Like there isn't actually a challenge. I know these games are supposed to be time wasters, but..."

So there's been a growing school of thought amongst Flash Game designers that games have to centre around some Unique Game Mechanic. Unfortunately this game proves that unique core mechanics, while helpful, are not enough. It's like a movie with good CGI, but without a story.

I'm not saying games need story, they all have different needs. This one needed a mixture of a sharper learning curve, better instructions, smarter level design, and more game elements. And, you know, story never hurts. Never. Even if it's just getting a Golden Idol down safely like in Totem Destroyer. That's something relatable, rather than abstract - like a smiling hexagonal.

The only puzzle this game has to offer is how to play the damn thing. How's that for feedback? Sorry Nick.

Good luck with your zombie game.

NPGames responds:

you just wrote an essay that had lots of words but lacked a point, good job!

Not worth the challenge

If a game is going to make me play a level a hundred times just to get one ball into a bucket, I think there needs to be more variety with each shot. Things to bounce off, or things to collect, or random events, or moving levels - as it was, I was doing the same thing over and over again. Quite bland.

Also, the balls couldn't be launched very high, nor could they really be bounced off objects. Over all, the game bored me beyond the first level.

A six for polish.

Komix responds:

the sequel will make it all alright.

Really clever!

Kudos to you my friend.

PromnesiacC10H14N2 responds:

Thanks mate.

Something about it

You know, this really reminded me of Cythera, graphically anyway. That instantly put me on side.

It felt a bit like you were flexing your action scripting muscles - as in it was way more complicated than it needed to be. And sure, your muscular figure is very impressive (just to stretch the analogy), but I didn't really know where to go, or if I was supposed to somehow pick up the gold, or if I was in the right dungeon or where all the merchants where etcetera.

It seemed as two games, a simple arcade game and a complex RPG, that never seemed to gel together. Still fun for a while though, but maybe there are two simpler games inside this one, wanting some room.

I do love the story behind it.

hatu responds:

I did notice some of the same things myself and tried to help it with adding dialogue to the Guardian to tell you where to go.
This was the 4th or 5th iteration of the game, I was leaning more towards arcade and more towards RPG at some point.. didn't really like either as much as this.
*flexes actionscript bicep*

Rough but Handy

This is a useful tutorial - let me just say that first, and I shall probably use it in my very next animation.

I do have a few small complaints. Your buttons, for example, need a bigger 'hit' area, and a couple of other small but annoying things, like the music stacking when you replay, that play testing would have revealed. No biggie though.

A little polish for a ten next time.

crayzrocker responds:

Yep.

Alright

I wasn't a fan of your layout. It took me ages to find out how to actually get to the 'meat'. I know it's old hat, but I'd much prefer a big ol' play button and some dialogue.

Also, I can't really concentrate on text if the music has words - at least there was an option to change or mute but I would have preferred no music and some spoken word.

Other than that, it seemed pretty comprehensive - all the points were for content.

knuxrouge responds:

Okay, I'm glad you enjoyed it.

Age 37, Male

Australia

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