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12 Game Reviews w/ Response

All 28 Reviews

I really liked it up until the color pallet change, at which point it became impossible to see what was happening (I could not even tell where my 'character' was). The player needs to have more contrast against all the other visual elements (particle effects, etc.). Good concept though.

Fufer responds:

Sorry about the palette issues! In the final game, you will be able to chose what palette you want to use in each level, so that should not be a problem :)

Enjoyed this and found it quite humorous for some reason (maybe rolling around everywhere)! It was simple but fun.

Controls were a little loose but the game was forgiving enough that it didn't make it hard to play (personally I much prefer jump on up arrow, but I know that's not the norm...).

Two big critique:
- Regenerating health doesn't fit the game well and encourages the player to sit around and wait. Health pickups or gaining back health by hitting enemies would be a lot more fun and engaging.
- The final boss does not show any noticeable indication of being hit, making it impossible to tell if you're actually doing anything. At least make it flash a bit.

I enjoyed little touches like being able to crush enemies with boxes (and SLA MIG)...

ErikSwahn responds:

Good ideas indeed. I might update it soon with and implemented flash effect on the boss and some lifesteal on the attack ;)

This game is really f*ing good. I would love to see an expansion on the concept.

CrounchyBrothers responds:

Thanks :) Yes we'll do it just a little longer for the moment... Maybe a complete game for some low price someday... who knows ^^

I love the pixel art and I think the gun drawing mechanic is creative and well implemented. So the visuals and gameplay are great. The problem is that there is an obnoxious amount of text... endless text windows that you have to click through really bog the game down for no reason. Maybe there is a way to skip all that, if so I did not notice one (if not, there should be one).

Emptygoddess responds:

You can click through it. Or should be able to. The game can be beaten in 2 minutes if you click through it all.

Note: There is a glitch on the level with the three guys where you have to go get the armor to pick up the slime over the water. When I got the armor I glitched out of the map and was stuck on the outside and unable to get back in to continue. If you can't figure out why something like this would happen perhaps add a kill self button or something to avoid such issues.

Tanooki81 responds:

You Can press [R] to restart level... I'll fix it ;)

It's okay. Here are some thoughts:

Good:
- The art is great.
- The levels are very well designed.

Bad:
- The controls aren't great. Space to jump? Why not up arrow or W? That should at least be an option. Plus, using arrows and space (which I already find unnatural) and then having to reach up to E to perform actions isn't smooth at all. The game is using too much space all over the keyboard to no benefit.
- Wall sliding fells really stiff and awkward. This is probably due in part to the complete lack of a wall slide animation (character just holds jump/fall animation while sliding). It feels weird and lazy.
- Hit detection feels odd. Spikes seem too easy to hit and blades seems really easy not to hit.

SirAlfi responds:

Thanks a lot for the feedback. I'll try to look into putting an easier controls especially using up arrow and W as well as putting the action button closer. As for wall sliding animation unfortunately the artist didn't provide me with the sprites so I had to improvise. In addition, I'll make sure to take note on hit detection for future projects. Again, I appreciate the feedback :)

Edit 1: added the extra controls. Able to use [W] and arrow keys fully to move and the use of shift to open doors since right shift is closer to the arrow keys.

Good: 1) Reasonably fun and challenging.
Bad: 1) The game window is WAY too big. It won't even fit within my browser. The edges are all cut off. For a web game, your window needs to be smaller than that. 2) The respawn system is messed up. Every time it respawns me I come back right underneath of a platform and just fall helplessly to my death. I should be spawning above the platform. I think something about the y-pos of the spawning if off. Honestly, I'm not sure why the whole thing doesn't just restart when you die. That would make more sense for this kind of game; but if you want to keep it the way it is then you have to fix this bug.

genevrarose responds:

Crap, you were right.

I re-worked the respawn system to a simple game over when you're dead. Thanks!

Great design and clever mechanics. The different combinations of player form definitely add a lot of variety to the levels. The level designs are pretty good all around but some feel a little unfair at times (especially when you can't see what it at the bottom of a drop). This can be irritating. Also, the visuals could definitely do with some improvement.

The design and mechanics are great though. Very clever and fun. ;)

yaup responds:

Hmmm yeah. It seems like people aren't super fond of those spikes. We were hoping that restarting a level and knowing what to watch out for will be a quick part of learning the level, but maybe that's more trouble than it's worth?

Thanks for the feedback!

As this isn't really a game, but just a little test-ish thing, I can't really give it a decent score; but I'll give you the benefit of the doubt: 2/5

It regard to constructive criticism of what is here, the primary problems lie in the collision boxes of the items in the game: the platforming blocks and the player. It is obvious that either the collision box of the player or the platforming blocks is too large, as there seem to be invisible boundaries around the platforms (makes the game feel awkward and un-refined/un-tested). Based on how you made the game (looking at the tutorial in the description) this may be difficult for you to fix (not too sure as I haven't really worked with what's in the tutorial...)

If this is your first attempt at making a game, you may consider using a flash game development tool such as Stencyl. It's easy to learn and the sort of stuff like inappropriately sized collision boxes is easy to fix. Just a suggestion for getting started, but best of luck regardless! ;)

foued25 responds:

Thank you for your feedback, i think that i have an idea of where the collision box problem is coming from i'll try to improve all i can.

I like a good challenge, and this fits that bill, but I think you expect a little too much of human reaction time; I could only get 2 apples in a row before I ran into a wall (I might just be bad, but I think making the snake move just a LITTLE slower would improve the playability).

I was going to complain that the game lacked any sort of scoring and was thus really pointless as one can't keep track of progress, but I see from your comments that you're already planing to add that; so that will be a significant improvement and actually give the game a point.

I know it may be asking a bit much, but when you do get the score system up and running, if you're able to connect it with newgrounds' leaderboards, that would be pretty awesome (give the game a competitive aspect).

philipv11 responds:

i see what i can do

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