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Kajenx

46 Game Reviews w/ Response

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I cherish my mouse too much to play this, but I could see it being fun for someone enthusiastic about a carpal tunnel rogue-lite.

I could see myself playing this a while if I didn't have to click so much, tbh. I feel like there's a better idea that could replace that basic mechanic. Maybe you click once every few seconds and the laser blasts down and your bones go up for a few seconds giving you maybe 20 or so.

blit-blat responds:

You can always buy a new mouse, how many opportunities do you get to kill every human on the planet? ;)

I like the idea, but I would add in the ability to close the art with the space bar, so you don't have to alternate between the mouse and the keyboard. I'm not sure there's much point to the walking around. It might work better as an actual calendar so you can click each day to see the the next one. An actual adventure where you have to find the new picture each day would be a cool alternative, as well--like a little map to explore or something? Not much going on at the moment, but the art pieces are nice.

ninjamuffin99 responds:

You can now close the art with spacebar, as well as the escape key and mouse click.

And some little hunt for the art might be cool. There may or may not be extra little explorable areas planned ahead wink wink shhhhh

The controls aren't so great in the blood levels. I had to stop about halfway through those because I felt like I was fighting with the game to do what I wanted. I kind of liked how you told the story and how there was some adventure elements. The actual game part of it was never great fun, but the story line and world building kept me interested long past when I normally would have stopped playing, so nice work there. :)

Munguia responds:

thanks for comment and play

Haha, this was fun. Nice art for a collab, too!

TurkeyOnAStick responds:

Thanks Kajenx! Looking forward to your next game.
Have a great New Year.

I gave up on level 7 as well. I saw that you made some changes to it. are you sure you put the locked pieces in the right place? I found what seemed like the only solution that would fit the completely while piece in there, and I couldn't get one of the other tiles to fit no matter what I did.

Game as a whole is kinda interesting, but I won a number of levels without completely understanding why haha. I think the beginning part was a bit odd, too. I could see it turning some people away from the game.

TurkeyOnAStick responds:

Hey, yeah, my original plan with the the start was that the cave would be labyrinthine, and that the player would be both navigating a maze, chalking their passage while uncovering the hints to what lays at the end .... and THEN the game does a 180 and it becomes a puzzle game. That didn't happen, so we typically end up with some naff puzzles at the beginning.

Level 7 ... I think it mostly comes down to us hurriedly resolving problems post-submission, so we redid the puzzle (from spinning to swapping) and locked a few tiles to ensure there was only a single solution.

And yeah, I'm sure some people solved a few puzzles without knowing what's going on! I was hoping to avoid using text or a familiar number system, because I thought it'd be weird for an ancient/alien civilisation to talk in English (plus the game becomes multi-lingual!). But there comes a point when there's only so many tokens you have on the screen without it being a completely confusing mess that somebody has to code.

... this is probably a longer reply than you expected (or I intended), but what the hey. I'm really happy this has pulled lots of views, but also think there's some potential or ideas that's missing.

Cool idea, but omg, it's so frustrating! Haha... Not my kinda game, but it's quality, I think. I played about half the levels, but on level 2 (14th try) I was like, "Ok, no stars, just go for the exit." Then even that was like, "...no" on the next few levels. XD

Denver2003 responds:

Thank you for review)

Right arrow, the game! Would have worked better as a video, I think.

dylan responds:

whoawhoawhoa, let's not be hasty. There's totally some spacebar action in there too

It's actually pretty fun, and I liked the character's ridiculous jump animation, haha. I think the randomizer for the levels needs work, though. It's a bit like someone just when into MSPaint and used the airbrush to place tiles, haha. Treasure chest were often stuck in the walls and stuff. Maybe this is actually secrets? I just thought of that lol, but it doesn't clue you in to how to find them, so I'm not so sure.

Luckily the controls were fun enough to keep it interesting, and the art and music was nice. If you do a sequel though, please invest some time into the level randomizer. I'd suggest designing small level "chunks", like various small series of platforms/floor patterns, and then stringing them together randomly into larger patterns so it gives it a better flow (I was thinking about doing this for a future William and Sly game). A lot of what makes a platformer fun is the rhythmic aspect of it, you know? Maybe scrap the random levels and just make them by hand is another option? The pure randomness of the levels made them all feel a bit similar, which is an ironic outcome.

It was still pretty fun, none-the-less! :D I haven't played very far, but I might come back to it later.

PestoForce responds:

Sounds like you need to play more! ;-)

The stuff inside walls becomes accessible with certain wall-breaking powerups. The fact that those scenarios exist is a hint that those kinds of powerups are possible without needing an overt tutorial explaining it. (at least that was the intent)

For a sequel I have some ideas on how to make the random levels feel less chaotic. The way you described the level chunks is actually how I did the randomization in this, but there's still lots of room for improvement in my approach.

I would like to do more hidden stuff also in a sequel... I kept thinking of William and Sly while playing and how you could walk "behind" terrain and have it fade out to reveal hidden areas... I think that'd be cool in a game like this. W&S was another inspiration for this I think, thus the 4-legged protagonist! ;-)

Pretty fun. I liked the Gfx and sounds. The random levels confused me for a bit when I was hitting restart haha. I think it would have been more fun if the levels weren't random and had a specific strategy to them. Nice game overall, though.

GameBalance responds:

Hey cool! Glad you liked!

I played all the way through, and even did the boss twice for both endings. Kinda made me lol on the containment one. :P

I came here from your blog post, so I have to say I'm surprised you weren't able to find a sponsor 2 years ago. The market seems to be drying up on sponsorships, though, so don't feel too bad about it. I'm guessing you probably meant you couldn't find a sponsor willing to pay you more than a few hundred, which is always kinda :/. You just released this though, so I'd definitely encourage you to put adds in it before it spreads too far. You can make some ok money off them and they aren't too intrusive.

The game is pretty fun, and you obviously put a lot into it. :) The powerups and the story kept me playing a lot longer than I normally would have. My only complaint is that the game was a little stretched. It might have been more fun with a few less levels, just so the changes would come a little faster. Other than that, though, I think you should be proud of what you made. It's a lot more in depth than most of my games, haha...

ItsTheAshtray responds:

Thanks for the detailed review and criticism!

As far as the sponsorship goes, I had this up on FGL on and off for about 3 months and had ZERO bids. It was a bit soul crushing. I tried emailing a few websites after that and got no response. That's about when I started doing more research into the state of sponsorship and yep, it looked like trying to make half a living from sponsorships wasn't possible anymore.

About the ads, I just gave up on making money on this one. I just want to release it and move on.

Finally, how dare you. Sly is amazing.

Lucas Paakh @Kajenx

Age 36, Male

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Joined on 12/1/06

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