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Kajenx

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I was enthralled by it until it turned into a shooter. I think you'd be much better off doing a platformer. The shooter part didn't hold me for very long. Since it's just a demo I don't really know what rating to give it, but if it was a full fledged game I probably would have just skipped commenting or rating since I closed it right after the gameplay started.

If you're going to stick with the shooter, it's generally a bad idea to limit the ammo the way you are. I tried that on my first shooter, too, and in testing no one understood why the gun suddenly didn't work. ("The gun is glitchy, it just stops working randomly...") You'd be better off doing limited ammo on a secondary weapon, or making the game more tactically oriented - rather than action oriented - and limiting the number of shots. Right now you're kind of in an awkward middle area.

Also in a shooter like this, you should focus on how you want the player to play the game. Are they supposed to hit every enemy, or is it just a clusterfuck that you have to dodge through and the weapon is more of a shield. Here, too, you're in an awkward middle area. If you're supposed to hit every enemy, you should have a money/score system that rewards you for each hit and links to upgrades that make it easier to kill more enemies. If it's a clusterfuck, then you need tons of enemies or bullets moving in predictable patterns so the game becomes about dodging and sniping whatever is in your way. Rewards should be given in this option for distance traveled, where hitting checkpoints is tied to an upgrade system that makes dodging easier. There could be other play-style options too, it's just important to think about what exactly you want the player to do.

Lastly, protip on using bitmaps in flash: Either turn on smoothing (Library Properties -> Allow Smoothing) or make sure your bitmap is always on a pixel and not halfway between. I just use Math.Round() to snap it to the nearest pixel. That'll get rid of all the funny jumping around and image tearing. Smoothing eats up CPU and snapping it to the nearest pixel won't move as smoothly when it's going slow, so you usually have to decide which tradeoff you want.

LordDF responds:

Awesome review! Thanks for the protips man.

Awww

I'm sad, it didn't save my medals. :(

Anyway, the game is pree fun. I got bored sitting through each movie for the tenth time trying to get all the metals though. I think after watching each once, either a short version or a skip option would have been nice.

PuffballsUnited responds:

Yeah maybe. And the medals saved to your account at least.

Ehhh...

The graphics and concepts were interesting enough, but the game design was badly done. I never knew if what I was trying actually did anything in the game because the reaction is so slow. You need to let the player know immediately when their input is actually doing something, then a little animation is fine.

Chroust responds:

Thanks for your comment, Kajex. My concept were make visual delights... yes, good effects wants good computer. But, in the menu is quality controller. I try make some tiny changes now, but not much - gameplay would be too simple and I mean: Hard way is right way.

D

Hard but fun. The last few levels were killers! Nice graphics too, seems like an upgrade from the last one. :3

AethosGames responds:

They make children cry :3

-__-

Oh joy, another ugly, pretentious, Flixel, black and white, pixelated, 8-bit, "art" game, collectathon! And to top it off, this one is full of pixel perfect jumps and intentionally horrible level design.

No, just, no. I love platformers, but this game is so bad even that wont redeem it. I'm supposed to leave constructive criticism, but I may as well just say "change everything" because there was nothing about this game that was any good.

Evil-Dog responds:

Damn you're so right! It must be why it has an overall score over 4.20, I should stop making those shitty horrible games

Nice work!

I remember a while back you were talking about this on FGL. I wasn't expecting it to be a puzzle game from the graphics, but it was actually a lot of fun. Nice work!

AethosGames responds:

Thanks Kajenx! I actually was motivated somewhat indirectly by William and Sly.

lol

For a silly current events parody, it was actually pretty fun! :3

EntropicOrder responds:

Thanks!

LOL

That was so unexpected!

l-minus-l responds:

lol what the heck how did you get here? you've been one of my inspirations since the release of shen long =D!
still waiting for that mouse platformer you started 2 years ago =P

Fun!

This is a pretty good game; I had fun for a while. The robots look like crabs, lol. I liked the upgrades and the different robots. I didn't like the last level (or I think it was the last level) because the ship was in the way of everything, and there was a game over after I killed it by accident, which sucked. I would have liked to try it again.

fizzgear responds:

Thanks for good review - game should have saved your progress, so feel free to try this level! And this is not the last level BTW, it is approximately the middle of the game.

Lol pretty funny.

It was a fun idea, and I liked the references (they made it pretty obvious you're a far-left liberal, though. Democrat: the game - Mario was from a socialist country, you could be too!)

Anyway, most of it was just an interactive cut-scene with punchlines, and when there actually was game play it wasn't well made (the asteroids remake being the one exception). So while I did get a chuckle out of it, committing suicide over an over again really doesn't make me want to hit any button above the 3.

Nutcasenightmare responds:

Darn. I tried to make any political stance this game has completely obscure. I hoped that :the game: wouldn't seem blatantly liberal, which is why medicare and Al Gore were made the butt end of jokes here.

And, I had no idea Mario was from a socialist country...

Lucas Paakh @Kajenx

Age 36, Male

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Joined on 12/1/06

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