It was fun at first to learn the mechanics, but I feel like there's a missed opportunity in the game. The first few levels build up the difficulty and make sure the player can instinctively maneuver in the right way, without taking too long to figure out the buttons.
Then comes the precision levels (the ones with 1 tile of space to go through), which do not build upon the main mechanic, but rather rely on the right timing; often introducing a factor of luck.
And finally there is the view distortion, at first the rotation and then actual distortion. Not making the game more interesting from a mechanics standpoint but simply more annoying for the player.
At last you take what the player has learned and switch it around, it took me about 30 seconds to switch from the modes; again not really making the game inherently harder.
This game could have been way harder. It feels as if you had something good, but then didn't knew what to do with it so you just threw some random stuff in it to make it feel harder.
All in all it has been an interesting experience, but it could've been so much more.
Created in 4 days. I think I got what I wanted out of it. Super X.C.V.B will be much more refined. I agree about the difficulty curve and odd level layout. But since I found the game quite easy in the opening levels it becomes difficult to make more of those levels without being like: The player will be bored of this.
I went at this game with the idea that someone playing a free flash game is bored easily and prone to move on. therefore something new has to be introduced quite rapidly. If you get me. The player mindset is different and as such I have to try and accomodate. And when the mechanics are learned, expanding on them is actually fairly hard. I have ways to do it though. but I wouldn't have had the time for this particular game.
ok it's not good but it's ok.
Points of improvement:
blocks look pixely when rotated.
Reset button looks bad.
there are 2 mouses on the screen I'm very confused when playing.
One time I clicked and two blocks disappear I was very freaked out.
Mediocre level design, but + 10 bonus points for the penis level it was classy.
Yeah! I beat it in classic mode! (with 16 lives to spare even)
This game reminds me of I wanna be the Boshy somewhat, like the style of it although a factor of luck is also involved in completing some levels.
I really like these anti-accessible games that have a more narrow demographic, feel way better when you complete them.
Don't change this game. It's perfect as it is. It makes you think of other options. Maybe this game doesn't need a good ending, this way you'll always be left thinking 'what if?'.
It's amazing that something so simple can be so elegant and convey such a dilemma involving emotions. Aside from making the AI a little smarter I think there's nothing you should change about it, because the great thing this game has is fragile.
I actually played through the entire game without using this 'glitch'. I did had to F5 a couple of times due to the game not restarting after my death but besides that I haven't really encountered any bugs (maybe because I don't like to pussy away to the bottom of the screen).
This game makes me think of 'I wanna be the Boshy', a game that has difficult parts in it and where you die a lot before you get to the end (this game isn't nearly as hard tho, but hey).
At a later part where 4 waves with small gaps come close to each other is hard to navigate with just the keyboard, I thought about grabbing my controller and hooking it up to the keyboard controls for the finer movements but it didn't end up being necessary (in IWBTB it is needed, even for binary inputs like left right and jump, hard to imagine if you haven't experienced it, gamepad is actually better).
I think the beautiful thing that is destroyed is the mystery of what's next, I probably won't make it when I retry right now but I do know that I can tackle the problem, something that is always possible with a certain time investment but going through the mundane process of actually performing it and the sense of accomplishment after is another thing entirely.
I have completed that what I knew I would and I can move on.
Having played 'I wanna be the boshy' and 'I wanna be the guy' for a good while I know a bit about these games that require a lot of skill and patience to beat. The fundamental flaw with this game is the unresponsive user input, the acceleration of the player is too low which makes for a sluggish game play.
If you look at similar skill based platformers like IWBTB you see that they have very sharp controls. the kind of sharp controls that make you able to navigate through a tight maze of spikes, the kind of sharpness where you need a controller for instead of a keyboard (at the later levels at least for me).
It's an admirable effort, but you need to know what you're doing when it comes down to this kind of game; and you sir did it wrong.
But the shapes guide you to the optimal spot to place the thing.
Overall fun game to play for a minute or two great job!
I mean like you can jump and run (even at the same time), you can kill enemies by jumping on their head and you can collect money and be rich!
You must have spent hours creating the tile based engine and working on the collision detection.... oh wait you used stencyl
Its unreal, it even has a fully working menu!
Well good luck anyway, hope you will get far in stencyl
I would appreciate it if you would not post sarcastic comments and gave me some constructive comments.
i luv dis shit i meen i grap shotgun and sh00t all da zombies and they ded
y u no make shoot?
overall a good game
Its a decent game, but there are a few things missing or up for some improvement.
Basically you shoot him whenever he is not invulnerable. If he is invulnerable you go to your safe zone as well. This halts the action a little bit but does offer a alternative to only shooting. If you are low on health you also need to go to the safe zone when he attacks, his attacks are more or less fixed in periods so its ok to do. So mainly there are 2 things you can do: shooting or being in the safe zone. The left or right part of the screen dint really provide any advantages or disadvantages compared to one another, so it isnt really a part of the gameplay. You just go up and down and shoot.
Somewhere I read:
Sometimes the boss uses his left hand to protect yourself from....
I make errors all the time in English but switching from the 3rd to 2nd person is different :p.
The replay button goes back to the loader, which is annoying if you want to retry if you want to play again (and if you want players to play your game allot you should make playing again easy for them).
The hard mode doesnt offer new gameplay, its just that he becomes invulnerable more often and attack some more with more damage, I believe he gets a new attack but thats pretty much it.
- more dynamic gameplay, maybe you can incorporate going to the left and right to have a functional role in the gameplay. Like the clown throws slow missiles that go up and you have to dodge them.
- transition, maybe different stages are better (like when he is almost dead he goes into rage mode). This also includes making the first 10-20 % of the lives easy so new players will get a sense of progress.
- story line, it doesnt really makes sense if you show 'Somewhere in Nevada' and then go straight into the game. Maybe a little cutscene or just a the 2 faces with a line between them (like in those fighting games).
Thanks for this useful review, you're right about many aspects of this game, the fact is that I started late in creating this game and so I had to do things in a hurry, anyway thanks for your advice and for your review :)
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