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Syrupmasterz

30 Game Reviews

12 w/ Responses

Not bad!
The switching of wall angles and frantic anvil avoiding makes for a pretty fun game.
The soundtrack isn't bad either.
Good work!

The game is pretty good!
There are a few spelling mistakes in the English text but that really isn't that big of a deal to me.
I'd probably say my only gripe comes from the fact that the Aliens have the ability to shoot the player from off screen, when you haven't even noticed them yet. This can be rather dangerous when the player is low on health and is out of focus mode.

Other than that, good work!

CleitonEldorn responds:

Thanks, I will try to twek their areas on the future.

For what I could tell from the demo the game is alright. I'd be interested to see the finished product.

Everything seems to be alright in terms of gameplay. I also like the fact there is a choice of characters in the beginning of the game, it's a nice touch for a platform game.
One thing I could suggest adding is a speed up button for when the Golden Rings are collected.

I also hope there is going to be an option for English text in the full release, as I am unable to understand Brazilian Portuguese, and as a result can't comment on the games' story (yet).

Good luck with the finished product!

Interesting to see what Megaman would look like in a Doom Style first-person-shooter. :P
You did a good job getting the walls to resemble what they looked like in the original stages.

The game works well movement wise, but the game seems to have a few problems that if fixed would make it more enjoyable.

-The soundtrack is limited to only a single loop. The Megaman series is known for having memorable soundtracks, usually one for each stage plus a stage select,boss and Wily theme. Adding some stage unique soundtracks would add to the Megaman feel you were going for.
-The Mega Buster blocks the view of its energy shots. It is hard to tell sometimes if pellets are even coming out. They can be seen when quickly shifting from right to left, but straight on it seems like bullets aren't even coming out of the Buster. Moving the Mega Buster slightly to the right or left would make it so the player can see the shots coming out so they can see if they are aiming correctly at an enemy.
-The lack of sound effects makes it hard to tell if you are hitting something. Combined with the above problem of being unable to see energy shots coming out of the Mega Buster, there isn't much in the way of feedback within the game. In the Megaman games, there are multiple sound effects that let you know that if an enemy still isn't defeated after a single shot, you still are aware that you did damage to it. Adding sound effects for...
---Getting hit.
---Hitting a target
---Going from level to level.
---Defeating an enemy.
---Shooting the Mega Buster.
---Finding a stage item.
---Getting defeated.
---Healing with an E Tank.
---Beating Wily.
...would make the game feel less empty in the sound department and overall be better.
-The "Red Monster-Mechanic" gets up close to you and does damage, and that is to be expected from a physically attacking enemy. However when he gets you he seems to snag MegaMan. This is especially dangerous when you are close to a wall when he gets you. Upon being snagged, it is almost impossible to get away from him. I'm only able to escape him when I shoot him until he is defeated. If this was an intentional design choice then no harm done, but if this was something to do with the hitboxes getting stuck, then fixing this problem would make it less likely for the player to get trapped. He could also do more damage once this was fixed so that players wouldn't try to breeze past him in order to rush through the stage.
-The controls aren't shown in the game itself and are only below in the games description. Adding them into a controls menu on a main menu would make it so they could be seen within the game to add to the overall design.
-The stages mostly consist of bending 90 degree angle hallways. Seeing as you implemented the game into 3D, you could throw in some slopes or different directions of hallways. You could also throw in some branching paths with varying difficult. It would help to make each stage seem more unique.
-Losing all health restarts the entire game. The MegaMan games are BRUTALLY hard sometimes, but they never erased all of your progress. Adding a save point option every couple of stages would still make losing a punishment, but would make it so the player didn't have to go back to square one every time they lost.
-An opening cinematic would help add to the story you wrote down in the games description, seeing it get played out would be a cool thing to see.
-Upon defeating Doctor Wily, an ending cinematic would make beating the game more fulfilling, as going from beginning to end isn't easy. Adding a cutscene would help going through all the trouble of getting the items and winning more rewarding.

From playing the game I can see you're a talented programmer, it can't be easy making a 3D game. If you could team up with another artist and perhaps someone who is adept at making soundtracks for games...then I can see you making a really cool 3D MegaMan FPS.
Good work man! :P

bwuk responds:

awwee thank you !! made my day bro :)

Adding a scrolling background/ having alternate backgrounds for successive tries would help add to the variety of the game, as well as maybe adding a song menu to take away from the constant wall smackings.

As well you could add things to the Flappybird formula that could make it your own/better. Having the bat wince when it crashes as opposed to him keeping the same face, level selection and even character skins. THE WORLD IS YOUR OYSTER!!!...in terms of game design...:P

A few changes would make your rendition stand out more as well as make it more enjoyable.
Good luck! :P

Yikes, either I suck at this game or she is listening to an EXTRAORDINARLY boring lesson...:P

The art is well done and the concept seems fun, 'cept like you said yourself, the clock drains extra fast on successive tries. This makes it kind of difficult to make it close to previous attempts as the game has it out for you. Might want to revisit the code and try and see if it can be fixed.

If you could fix it, I'd say the game could be quite enjoyable. :)

Good luck!

Nosh59 responds:

I guess you're right. I'll try to make the easy mode a little bit easier. But, with hard mode being hard, should I adjust that as well?

I think the heroine's dad is gonna have a word with all of those tollmen after all that time in the Krakens belly. :P

Nice game! Catching all of the fish wasn't irritating as it was done in a way that made you fell like you were improving yourself along the way and getting better.

It was also cool to see the fish behave in the water when you weren't catching them, it was a nice artistic touch you threw in.

The only thing I might suggest would be an alternating soundtrack, where it shuffles between multiple songs for certain areas.

It'd be interesting if a game similar to this will be made. With a different setting and giant sea creature perhaps.

Other than that, great work! :P

This game is good, has you kicking yourself when you forget a step though. :P

The usable items match the background in a way so that they are noticeable, but aren't overtly obvious, which is a nice touch.

It would be interesting to see another iteration of this. In perhaps a larger house or under different circumstances.

Good work overall!

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

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Joined on 4/20/14

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