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donramires

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I really enjoyed the retro feel of your game! Here are some tips for making it even better:

- Music's good, but at times it gets a bit buzzy, crunchy to the ears... perhaps if you soften the tunes a bit, remove some of the noise, it'll sound more pleasant

- Felix' house seems so bare! Perhaps some simple furniture, like a bed, lampshade, and simple deco like a rug, a mat, might give it a cozier feel!

- I ran into two bugs (one of which made me stuck by the time I write this review); some times the movement locks up at a direction (right), I noticed it happens some times after pressing Z; the other bug is in the computer lab game, when the character jumps over the gap - I need to jump and press right at the right screen border for getting to the next screen. I got stuck there, because after jumping the second gap the character just vanishes to the far right side of the screen.

That's a promising project, some more polishing and I'm sure it'll score neatly! Keep safe and godspeed :)

L-Vireo responds:

Thanks for telling me! I'm already working on some different music as well as fixing the Adventure Boy segment. That is the first time I've gotten feedback on Felix's house though, so I very much appreciate you bringing it up! But I don't think I'm quite familiar with these movement locks you're referring to. Could you please clarify?

P.S: Here's a video I made on how to get past Adventure Boy. You aren't the only one who's had trouble with that one: https://www.youtube.com/watch?v=v-Aw1w-0VFo&feature=emb_logo

Amazing!

adriendittrick responds:

thanks :)

Good game! Clear, colourful graphics. As others pointed out, though, perhaps some polishing would make it even better! Some of my suggestions:

- A button for skipping the tutorial
- A little more time before the level begins, so the player can check out the field of play
- A Restart Level option in the pause menu
- Perhaps asdw or arrows for scrolling the screen
- Keyboard shortcuts (ex. 1 2 3 4 for each tower etc)

davidjakubec responds:

Thank you for this super great comment.

These sugggestions are great and it could be easy enough for me to add it in game. So thank you very much. :)

Cool! I remember playing a game with that same mechanics back in the NES!

TristanMX responds:

I don't recall any NES game with this mechanic... what was the name?

Thanks for playing!

That's beautifully nostalgic! I'd suggest that the game be paused while flipping through the recipes book

FutureCopLGF responds:

Thanks! If I do make another game, I might go with that where the book pauses the game: for this, I wanted it to stay unpaused to increase the frenzy and panic of the situation, but maybe it can be a bit too stressful at times, haha!

What an interesting concept! Loved the retro feeling too. I'd just change (or soften a bit) the screen filter - as others pointed out, it's a little difficult to read the characters and numbers.

bobbyvklein responds:

thank you for the feedback! I might go back and fix it at some point, the filter is a little too much.

Taí o meu joinha pela tua iniciativa rapá! =D

(só uma dica: é 'drew', não 'drawed' ;)

fullynotanalien responds:

Obrigado! Valeu pela dica também, corrigi o vacilo 😊

I liked your game, I really did! The concept's good and the music and graphics aren't bad. The thing though is that the controls are kinda buggy and unresponsive at times - some times pressing up and spacebar (or viceversa) ends up in a single jump (and certain doom at times).

And that makes the gaming experience quite frustrating...

I am no programmer, have no idea how to address that issue. But what about changing the doublejump keybind? For example, pressing spacebar twice, or W twice. That'd make the gameplay a lot smoother. Hope I could help! ;)

TheWolfDev responds:

Thanks for the comment! I appreciate the time and insight. I'll see about tweaking the double jump a bit more. I think I might add an option to change the key binding to fix that problem.

Concept and graphics are actually good, but the physics lack some fine tuning - for example, after pushing the candy at the first (bumper?), the candy's acceleration simply changes from play to replay. It should be a constant.

Also, the music is kinda cute, but some times it sounds like a broken music box (or perhaps it's just me).

The real thing to be improved though should be the physics. Hope I could help! ;)

DDD2DDD responds:

Yeah the game is so broken. LOL

Working on this game just like:
- okay, let this wall push that candy toward the mouse
- *wall pushes candy horizontally*
- *ball fly upward*

It's pleasured that the art and music turns out not that awful though. It means a lot to me, so thank you. :-)

Edwin Fox @donramires

Male

Boardgame Designer

Germany

Joined on 8/16/09

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