00:00
00:00
View Profile Equinox-Twilight

20 Game Reviews

4 w/ Responses

Wow

Playing this really hurt the brain. And I don't mean this in a complexity way either. What a novel concept, a video game where all you can do is win... Sounds almost kinda boring and base. The worst part is that this game has nothing to really offer, and you have a bloody full version. If the full version is anywhere near as appealing as this demo was, then do gamers a favor and don't ever try to break into the industry.

Very nicely done game

I played this until I finished it. Which meant discovering that the experience/level-up system was similar to Final Fantasy VIII's, and the painful truth of having to restart because I was too powerful, and thus, my enemies were too powerful (No Lion Heart/Aura Stone combo to save me in this game). Your tips are kinda mean to the average player, in a good kind of way, but if a player ever reaches battle level 7 with 17's in each attribute with every technique, they will not ever succeed against the final boss, and popping 22k for the next upgrade in any field isn't my idea of a good time.

For you new guys out there: Vitality is BAD. VEEEERY bad. It boosts the life of your enemies, and it makes everything take longer to kill, including bosses. Raising your battle level once is fine. Increasing it past that point can heavily complicate things for you, since that levels up all the enemies in all of their statistical fields. When you begin the game, crank your encounter rate to maximum, and focus on getting the Haunted technique. Next, focus strictly on Strength and Magic, since the two influence the strength of all learned techniques. Boost your battle level once, and then focus on mana until you have exactly 200. after this point, focus on saving up for the ultimate attack.

I was able to 1-Hit kill pops in the last battle doing this... well, that's where the weird part comes in. I saved my data to the fifth file, and my save got screwy, shooting me from Act I to Act III. Now, I have my storage capacity for my flash to unlimited, so I don't know what happened. I saved the jumped data, and reloaded the original file, and found the save to be completely screwed. You might want to check your file save code for errors on this one. It's not pertinent, really, but just know that the fifth save is all bugged up.

Again, suave game, I enjoyed it a lot and keep up the good work.

It's a decent game

It uses all the tried and true elements of classic games. However, what I don't like, is its shameless advertisement for some other site that only has the full version available to its members. I'm all for paying for games to support the developers and the industry, bu only when a game is able to give more than a couple of cheap thrills.

It's pretty good

I like it. I like how it plays and feels. All in all, it's very well designed and programmed, but I keep pulling abug out of your game when I play it. When I kill two enemies at exactly the same time or something of that nature (not entirely sure), the instance of one of the enemies will still exist, and the trigger for the next wave won't flag. Now, the instance that's still there won't move, shoot, or even take damage, so I usually have to restart the game. This upsets me because I'm always doing really good, and then I have to dump everything. because of this glitch, I'm yet to actually beat the game. I always seem to reach level 7 or 8 before it happens. My guess is that it lies in the script that defines how the enemy units die once their 'life' variable reaches zero, but I can't be sure unless I actually saw the script.

Anyway, fun game and keep making more, but also see if you could iron out the bug in this game to boot ;)

Nice sequel

I have to admit, after the first game, it loses some of its funny factor, but the humor is still there. Stay vigilant and try your best to hammer out the kinks in your code, I know what a pain in the can debugging can be, but keep at it! I managed to gather up all the medals pretty quickly, including the Super Star Medal.

What would spruce this game up would be if you had some active scenerios. What I mean by this is that the player is allowed to move forward in a stage, and we get the choice to choose the path we take. This would also open up the possibility of an 'entire map covered' medal. The ability to use different weapons through a weapon change button would be nice, too.

A nifty weapon for the player to be able to use is the tried and true fire flower, instead of having it as a special weapon (although, I do like how you implemented the flower ;P).

You don't necessarily have to do this if you wish not to, since real life life can't, but you can vary the way the guns work, instead of just their gun specs.

Think about adding in weapons that offer splash damage and other possible bonus effects, like mission three for example. The stealth and zoom abilities were a nice way to make the weapons actually vary.

Lastly, where's my prize for gathering up all eight medals? ;)

Good luck with the third installment, and I hope my advice will be of some help to. Peace!

Holy-Howard responds:

Congrats for getting all medals and thanks for the long review.

I´d really love to do a sidescrolling shooter but I don´t know how to script it... yet. Sooner or later I´ll have the time to look for tutorials but right now I have to take a creative break concerning Rambo Bros. so the next one can be a hit - instead of an lousy add-on.

However, I like the map idea and I already thought of an "change-weapon-button" for this part but it just seemed to be a bit pointless...

*chuckles*

I honestly thought that this was going to be harder. It was a pretty nifty mini-game, props.

Uh huh...

The first game I made was worlds better than this. You managed to slap pretty generic graphics on moderate code. Things the game is lacking that it need are:
-Injury Recovery time
-You see, when I get caught in a horde of enemies (and you do randomly drop enemies on the player, which isn't fair in and of itself), my character remains vulnerable, and if the enemies move fast enough while I'm flung up into the air uncontrollably, then they continue to do this until I die.

-Higher Manueverability while platforming
-There's a lot of tight spots in here where you have to creep to the edge to jump, so there's a constant tendency to simply fall right into the lava instead of clearing the jump. Either increase the invisible platforms that you have us walking on (if you're using the visible tiles as your collision areas, look into that technique), or reduce the jump height of the character. since you're a beginner, I recommend the latter of the two.

-The damned walls to break in 3 hits instead of 20 (guessing)
-This is just tedious, and takes away from the fun.

-Make the eit apparant in the rising lava chamber.
-Frankly, I can't see it, and I can't get out. It angers me.

You need to recalibrate this

There is a such thing as a game being 'too hard.' The physics are already off from the beginning, and I see this nasty tendency of a possible AI dropping jellies in such locations that it throws the entire balance of the table off, regardless of whether or not you try to stop it. I found it relatively frustrating when I got into a good groove, and then suddenly, six to eight moderate sized jellies drop in the same spot and throw my table's balance completely off.

In a nutshell, you need to work on your game development principles a bit, and work on the fairness aspect of the game. Otherwise, it's a really good, and interesting game.

Hmph

There's more you SHOULD have done to this before submitting it. Your level design and layout is absolutely horrible with the speed at which the character moves. The way it's set up makes the game play in a sort of 'die and memorize' kind of way. This proves very tedious and annoying. Secondly, you either need to add a half-way respawn point, or you need to cut the maps down in size, because having to start all the way back at the beginning at the middle of one of these maps is absolutely horrible. I strongly advise that you look into basic level and game design theory, it will do you some good.

Psycosis91 responds:

To be honest I don't care for people saying the level design sucks, as I know it does. I made the levels true but it took me 20-30 minuts to past each one to make sure it's passable. Now I can complete them my first try so I'm not gonna let someone talk me into making it easier when they give up.

Rock!

Really nicely made game, and an excellent control set up, both standard and alternate. This is an excellent spin on the classic side-scrolling shooter, and provides hours of fun. I couldn't put this game down once I started playing. When I did finish, I wound up with a level 204 weapon, I had eaten 778 enemies, killed 91 enemies, and my size was 159.92.

This was seriously a fun little concept, keep up the excellent work, and keep on turning out something fresh ;)

Age 37, Male

Computer Tech/Artist

N/A

Chicago, IL

Joined on 4/18/05

Level:
9
Exp Points:
770 / 900
Exp Rank:
84,783
Vote Power:
5.11 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
0
Saves:
2
B/P Bonus:
0%
Whistle:
Normal
Medals:
1,644