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Syrupmasterz

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Recent Movie Reviews

153 Movie Reviews

When all else fails, do it yourself! :D

Very good stuff. It's clear you've been trainin' and learnin' compared to the one from a few years ago, so there's very little I can point out that wouldn't just be tiny nitpicks along the lines of personal preference.

That said, I will point out one thing. :P
By the time he snaps his own leg, his face makes a very cartoony 'before the pain sets in' expression. When he lands on the ground though before screaming, his head shrinks and he doesn't look as rattled.

Keeping his head a bit bigger like it was in the initial snappage keeps the pain in his face show consistently so he doesn't look like he calmed down before yelling. lol

Good work all around though! :D

It's a good thing he thought, otherwise he wouldn't be.

Those are also some very detailed spies. :)

50% coupon huh? That's pretty good.

Aside from being fun to watch, whole thing looks like a colour theory assignment in a good way! Staging is good and the colours all seem to be based on what time of day it is.

The part where Pluma's talking, while funny, has much more limited animation and no lip-sync. Reading the description I know that having super fluid animation the whole way through wasn't the intention, but it was still worth pointing out. If the Director's Cut edition comes out and Pluma gets full animation, then I'd have zero criticism. haha

Great work! :D

Recent Game Reviews

30 Game Reviews

A fun game!
The main focus seems to be getting to 120 kills in a single life, but after doing so, the game just sort of stops...as my character is able to move around still, but no other hostile robots teleport in to pose a threat and keep the game going.

So reaching that kill limit is sort of goal for the player, but otherwise there is no big pay off, permanent upgrade as a reward, or even a victory screen to commemorate the occasion. haha

There was also a bug that'd keep happening where I'd use the rightclick to dash, and then a save menu opened up that prevented me from moving until I x'd it off, but I'd taken a few hits of damage while I was vulnerable and off screen. So using the dash was risky since I knew there was a 5% chance I'd get in trouble. Only work around was knowing that 'P' for pause would help if I was quick enough to react.

Other than that, I agree with some of the other reviews that the only upgradable stat in the game being health isn't the most exciting, and only having one level and one kill limit without a 'You Win!' screen stops this game from getting full marks.

6/10 as it stands, but with a victory screen, bug fix and a bit more polish, I'd bump my score up to 7.5/10.

Keep at it, you have a fun game here! :)

Pitigamedev responds:

Hi, Syrupmasterz, thank you for your feedback.

You and another user experienced the same issue.
When there are no more enemies on screen, and the kills hit at least 120, the game should go to the Win screen. I'm testing the game right now to reproduce the bug. Maybe it has something to do with the Flying robots going out of the screen.

Anyway I will fix it ASAP

Concerning the Dashing bug, I will try to fix that too.

Thank you so much for your review.

Super unique colour puzzle!
The issue isn't knowing what colours make what, it's getting your brain working hard enough to figure out the turning of the wheels and getting everything sent where it needs to go. ^^;

Very well executed, and the levels I can beat at this time of night show that everything is mechanically sound, but looking at the other reviews, I think the thing that would help the most people would be a visual representation of a level being solved, in conjunction with the in-world instruction manual made by Sasha / the .txt.

Lots of people learn by looking, and some people enjoy brute forcing solutions until they learn how the system works.

Voice acting wise, it's charming and funny, you just need to speak a tiny bit louder so it comes across more clearly in the microphone. Otherwise, I had fun playing the game. :)

Keep it up! :D

crow-seeds responds:

Thanks for playing :^)

There actually is a video tutorial of the first level being solved! It's only in the description of the game since there were people who genuinely enjoyed the extra challenge of parsing through Sasha's "manual"! I've updated the description to make the tutorial easier to find, might add it in-game. The drawn manual is a reference and parody of those incomprehensible robot or machine manuals you'd find in real life haha.

Might also reupload the video on YouTube since people might have trouble viewing an mp4 file on my website, but anyways, glad you enjoyed :D

A fun little RPG Maker game that's good for a bit more than a half hour of enjoyment. :P

The first couple of battles were a little nerve racking, since the tutorial made it seem like I'd have to use every tool at my disposal to stay alive. It definitely seemed like that at first too! In the first battles where Jose gets targeted constantly, he died right away, and I knew that I'd have to revive him and armor him up quick to stand a chance!

After those two tough battles, the EXP then leveled everyone up past the point of being in the danger zone with all of the extra skills. I then knew how much health all the normal bots had, so afterwards the battles were just a normal attack fest until the bots dropped. haha

Having played and made things with other RPG Maker games, using character class presets and using combat is always tricky, because with short games it's really hard to come up with a good balance to keep it suspenseful while also making sure the game isn't too hard or annoying. Keep at it and you'll find a good way to make it work, I'm sure!

Giving all the player characters a wide array of spells to armor up, but then having all the enemies just using a normal, non-special attack makes all the other stuff seem extra and not required. The hallway sequence with the three sets of robots would be a good place to have introduced a 2nd robot type that would use magic or electricity would make the Sp.Def spells necessary to live, and would also keep players guessing when it was final boss time.

Otherwise, the story just seemed a tiny bit rushed, with characters recapping things to each other that just happened. Nothing that couldn't be fixed with a script revision if you ever revisited this though, and I still had fun. :)

tl;dr
Quick'n fun RPG Maker game, just needs combat rebalancing to keep the tension all throughout. Robots are trying to take over the world after all.

I hope you had a good Robot Day!

Recent Audio Reviews

151 Audio Reviews

Nice one!
Diggin' the metal pipes mixed with the heavy synth and digital noises.

Those evil ghosts better watch out, because anyone keeping the peace with a theme like this is no pushover!

When you rob everyone's house instead of kill everyone, and Detective Sans is here to catch you up in a lie. :P

Interesting track!

The song gets tense and a bit scary towards the end, like a theme where you only have so long to solve a puzzle or answer enough questions.

As ever, always impressed with the stuff you cook in your music factory. :)

Possibly responds:

Thanks hope you're like me and when you say "interesting" you mean it :D

Recent Art Reviews

692 Art Reviews

The long awaited crossover of moth and bird! :D

Now that we're at Week 4, most of the main combat and defense roles have been met. You've got your main champions, your ranged support and the general infantry mixed with good range.

The common Necromancer would find most of their defense needs met at this point, but the summoner here is clearly no common Necromancer!

Now that a standing force can dissuade the vast majority of low level paladins, there is time to consider what long term success might look like. The gap between being a frightening rogue necromancer in the valley and a well respected lord of the dead is a large one, but I've got my hopes that this summoner has a good vision.

We might see a resurgence of subjects like Art, Diplomacy, Tourism and Baking amongst these skeletons if the town can get built up enough. :P

Best of luck!

WURMxFUD responds:

Thanks for the support! You right we haven't even begun to explore what a skeleton mercantile system looks like...

As much I can enjoy the lighting of the skeleton firing the skeleton mind beams, the goofy coffin skeleton clinches this one for me because I just imagine him poppin' out like a turtle once a character gets too close to him. Hopping and swaying from leg to leg as he slowly clomps on over to them to attack. :P

WURMxFUD responds:

thanks I gotta agree, I had a lot of fun with that one! if I were going to animate these he'd be first on the list for sure, so much you can do with it

I am Syrupmasterz, Master Of Syrup and creator/contributor to the cartoons you see before you...

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Canada

Joined on 4/20/14

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