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OblixofE

24 Game Reviews

6 w/ Responses

It's really like playing the highlights of a larger game.

Biggest problem I have with this one is that the doors have a pretty similar color and tone with the walls, when you first look at a game you don't exactly know what things are supposed to look like so it's best to be clear; unless you only want them to notice something later.
And the dialogue is a bit stilted, but that might be more to do with your translator doing a 1-1 with both languages, it rarely works; to do it right they have to do some writing too.

It IS great that the scps are getting more attention though; I never believed they would go anything beyond the stories. Can't wait to see what you do next!

andreymust19 responds:

Ok, now i understand what wrong with doors.
I have similar feedback before, but not understood problems with doors.
I send you PM when will changed door appearance in next update, and you will says better it or not (now i develop other game).

About dialogue - i just didn't pay attention to it, that's all. And yes, translator just doing 1-1.
In next game i try did dialogues better.

Like other's have said, enemies can get stuck off screen and, the red ones at least, can blind-side you very easily, which might be good in a hard-core strategy or horror game, but not exactly in a 2d shmup.

The way you have the upgrades laid out DOES make for a good gameplay loop though, you want to get the triple shot, it seems so CLOSE but every mistake keeps you from it.
But then again, without the reward being higher as more enemies get added in, you end up getting upgrades at the start and the rewards dwindle down until it's a slog. I can't say I know to fix this other then making the gameplay varied enough so that getting the upgrades arn't the only reason to play however.

Eh, you were strapped for time, it's hard to make a winner under those conditions.

The size of this one is almost ridiculous, not just in the locals but it's mechanics; funny how when I started it I thought it would be just that first stage.

The writing is, well a stinka' honestly, sometimes to the point where it wraps around to being funny; English probably isn't your first language but it's still something that needs pointing out.

I have to mention though how great it felt in the coding chapter to be immune to the stage's hazards near the end; gives a new take on the local when you walk back through it.

TwinBlazar responds:

Thank you for your comment. I do admit my writing is below average. XD

Feels pretty dated now, but still enjoyable and impressive for the time.

Oh I remember this one, the tone blew my mind back then compared to most of the other online point and clicks.

A ton of personality in the knights for this, and it really did feel like it was a boss in a larger game.

Interesting and functional, but not much else.

youlessfakeassgangster

GeoKureli responds:

My mom says I'm pretty gangster

I have a feeling I was just exploiting the arcade physics when I finished a level without killing anyone, but it's real solid for the time spent on it.

MAYbe could have had the last level give off the feeling of finality to it but other then that I can't tell you how it could have been made better; the joke at the end was killer though, gotta' love that irony.

A bit unforgiving with the jumps being decided by your momentum, even the smallest momentum. But giving some visual indicator that your moving instead of changing the mechanics themselves might be the best fix to make it less frustrating for the less patient.

After all, most games arn't frustrating when you know how it works, making sure the learning is fun should really be a goal with instructionless games, to keep the player's "momentum"(unless of course you want more of an 'ah ha!' kind of discovery from the player, but those might be better for supporting mechanics)

I DID see that you put some marks in the background to clue-in and guide the player to these tricks, I'm just putting up another way you could re-enforce it.

also, check the gallery, I cooked somethin' up for ya

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