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180 Game Reviews w/ Response

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I feel love-hate towards this game. Art style is cool but for most part I feel like the game is beating the shit out of me without giving me a slight chance of winning. It's not because it's difficult but because it's absurd. I could shoot at enemy and they wouldn't die. Plot got me kinda hooked to be honest.

You can't return to main room from main menu. This is a major flaw as you can to the point when you can't return! Had to start again beacuse of it!

Try to mark the end of demo more strongly as I wasn't sure if I should be searching for more or accept the room I got to as the end. I really disliked that enemies could go through walls. Really disliked the fact that getting ALL upgrades is pretty much obligatory -> there is no chance to win without getting every one available before challenging next room. After playing this game I feel anger instead of excitment.

RaveryNet responds:

"Go to main room"
A good idea. I should implement this. The level design was intentionally "hard to go forward and easier to go back to Delirium", giving the player a sense of empowerment, but now I've realized that a player can move himself into a very difficult spot, if they solve the levels out of order.

"Enemies don't die"
There is an enemy type, which has a shield (the Spartans). Their shields have a bunch of healthpoints, but you can easily kill them when you shoot from the back.

Regarding the difficulty: Most levels have some sort of "easier way". For example the last level in the south-west section gets less difficult, if you just ram the Quadro base (the purple enemy, which divides into four) __AND__ the Spartan base (enemies with shield), with your body before the spawn line triggers them. You loose health, sure, but you have fewer strong enemies to deal with.

Some upgrades might be less obvious: Old Man gives you two layers of shield (one in the beginning and one when you get the Dash skill) and there is a Health Upgrade in the north of Deilirium.

With some upgrades and very good reflexes most levels become "easy" on normal difficulty, if you find the good strategy. If you struggled with the Hard Mode, then it is intentional. It is supposed to be a very hard challenge even for good players.

"Enemies go through wall"
It is part of the theme. Persephone has created the walls inside the level to make _your_ life difficult, not her own.

Got to the room where there were zombies inside the pots but I couldn't find key so I couldn't move forward - no key despite breaking all pots.

MoraesStudio responds:

This is a bug, there must be a boss there. Try restarting the game and comment if the bug continues.

thanks!

Good art. liked most of enemies design - although I found the first enemy most difficult as there was no strategy around it. Music needs improvement - it wasn't extremly bad but 2/5 - not bad but not enjoyable either. Dash was for most parts useless. Shift was terrible choice I was constantly dashing when I wanted to shoot. Really enjoyed the changing room - that was cool.

I have mixed feelings about checkpoint vs healing. If I get checkpoint after every "room" why not healing as well?

Good entry for LD. Shame you put it so late as I would rate you during LD.

MartinJacob responds:

Thank you for your constructive comment ! We'll take them in consideration for later patch.
About the checkpoint/healing debate, we thought about that at some point, but we wanted to let the opportunity for potential hardcore player to try to beat the game in one life by not adding "forced" healing, while still making the game easy enough for more casual gamer :)
Cordialy, Sacha from The Fun Attic.

Boring. I didn't know you could jump until I read it in comments.

TheEnkian responds:

Read the instructions and you'll see all the controls and what each pickup does.

It's ok but artstyle makes it difficult to see bullets a lot of times. No way to quit replay mode! Btw really bad wording as I thought replay = respawn. Game forces you to send high score to play again - I don't like being forced to do things.

agar3s responds:

Thanks for the comments, I haven't noticed that, as the game is a work in progress I'm going to make some fixes.

It's so so. If you click between colors you can create mix (orange, purple, green) with single click (probably bug).

snoboxstudio responds:

Yes, we were aware of that feature; its not actually a bug. We thought it would be a neat way to quickly do combinations... And it does not work for purple, that I'm aware of, red and blue are separated by yellow, so there's no "between the colours" there.

It's fine on as far as visual and audio level but the gameplay is lacking. I feel lost in the world - no map, no clear objective where to go. "Rated E for Everyone" - come chidlren, hug your p*dobear!

Put controls in description

darkrchaos responds:

Oh crap your right. Normally I release my games as a zip file which contains a .TXT document with the controls. I'll add them the description at the top.

The worst tutorial i have EVER (capital letters fully intended) seen.

Avizial responds:

Can you please elaborate on what makes this the worst tutorial you have ever seen?

We understand that if you are a more skilled player you will find the tutorial boring and/or unnecessary; however, it explains how to play and the rules of the game as clearly as we can explain them.

In addition, the tutorials are completely skip-able with the "fast-forward" button on the upper-left hand corner. (Make sure to change the button to "Demo Off" in the main menu to avoid the tutorial once you have seen it.)

If you encounter a situation or instance in the game where you need help, we are more than happy to help.

If you have any suggestions or feedback on how to improve the tutorial, we are always listening.

Thank you for playing our game. We eagerly await your input.

I really liked it. Levels were entertaining and provided me with suprises(in a positive way) as I was making way through them. Giving it 4 stars is a lil too much (3.75 is more accurate due to techincal issues).

Some issues that bothered me:
- Level ending takes extremely long
- Respawn makes fps drop terribly
- Once you end one level and return to level choice menu last completed level is focused which forces player to remember to switch to the next level
- No health regeneration on check point + check point isn't obvious at first
- No boss hp bar (or some other health indicator) in the last level

MrNannings responds:

Thanks. I'm happy with the 3.75, seems fair. Some of the points you made I will do in a update. But that fps drop I haven't noticed before.

- Level ending takes extremely long.
This is now a half shorter

- Once you end one level and return to level choice menu last completed level is focused which forces player to remember to switch to the next level
This one is also fixxed

thanks for your feedback

Dislike the game. The main game is really weak - weak sounds and graphics. I would give it 2 stars for just working but game doesn't have purpose. I assume if you collect enough ying or yang your charcter transforms but what you get(ying or yang) upon collection is random so there is no way for player to control transformation.

- You can jump but why would I want to jump?
- Down key to kick, CTRL to punch - so you have two keys that do the same, more or less, but you locate them in two seperate parts of keyboard? WHY?! Why not ZX instead?

I'm giving it one star because there was no planning involved while making this game.

Oranssi responds:

Yes, it's a casual game for who wants to focus on the Way instead the score / objectives.

Age 32, Male

Warsaw, Poland

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