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Syrupmasterz

12 Game Reviews w/ Response

All 30 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

After several attempts I was able to get this game to work, for some reason after clicking the instructions menu it makes it impossible for me to click "Play" and start the game.

After switching browsers I got the game to run, where the game was alright. I could move around, switch cannons and fight the ships until I blew up. Unfortunately though, I couldn't get the game to start again afterwards.

I have no clue what is causing these problems, but fixing the menu will make it so people will get a chance to play and enjoy it.

Other than that, the game just needs some polish. Making the menu a bit more lively and perhaps level selection or difficulties could certainly help. As well you could adjust the enemy A.I so they sail in different ways as opposed to always heading directly in a straight line to your ship to try and ram you.

All of that would help to make things more enjoyable.
So I wish you luck, and hope that an upgraded project will result from this. :)

juanman29 responds:

Thanks for the feedback and sorry for the problems, this is my first game and I still have a lot to learn yet.

I think something might have gone wrong when you exported this to NewGrounds, because when I open up this page all I see is a blue screen with a few different coloured shapes that never move.

I'm sure this is where a cinematic or gameplay was supposed to start, but for me it is completely frozen. I tried using different web browsers just in case the game wasn't compatible but that also didn't work. Pressed buttons, clicked everywhere, nothin'. It's a darn shame man.

However, I'm sure if you look at the programming or re-export it again and re-upload it should (hopefully) work and I'll be able to play the game the way it was meant to be played. :)

Best of luck!

AdrianAlanBullock responds:

Thank you for your analysis and your opinion. I'm trying to re-work the programming as we speak. Of course, I don't know how many levels I will create, given that this is my actual first time using Construct 3 or any version of Construct for that matter. Also, I can't promise sound effects because I just found out about Construct 3, so I will see what I can do.

<THIS REVIEW CONTAINS SPOILERS! READ AT YOUR OWN RISK>

Not bad!
The game has no real glitches and the game is a good test of one's patience and concentration.
After about a half an hour and several failed attempts I was able to catch all of the flies and got to the end screen, so the game is 100% beatable.

The only thing that seemed a bit off was that the Salamanders' tongue would sometimes go nowhere near as far as I had clicked. Not sure if this was deliberate to keep me on my toes with some RNG, or if it's just my computer bugging out temporarily.

I was able to get a good amount of fun from it, but as it stands the game is a little bit limited in terms of animation and extra things to do.
I can play the game as many times as I want, sure, but to help improve the games' longevity, it wouldn't hurt to try adding some extra game modes or challenges.

You're probably all finished with this game, but if you ever decided to make a sequel or revamp this game, here are a few suggestions that I'm sure would make it better.

-The tutorial at the start is short, sweet and to the point, but afterwards it should lead to a small menu with options and different modes to play before starting the game.
-An options menu could allow things such as sound muting, song changes and different colours for the flies. Customizations or different Salamanders? You name it! It would help people if they got tired listening to the same trance song while they played.
-The Salamander is always clinging to the wall perfectly still, even before it explodes in a violent burst of light. Adding a quick intro animation of it climbing into position (like Salamanders' do in REAL LIFE :D ) might help to give it some charm and personality, make me NOT want to accidently cause it to blow up.
-The end game screen isn't the most exciting victory screen I've ever seen. Perhaps a small sound effect and some fireworks, or even a song change would help the sense of accomplishment seem a bit more impressive and lively.
-More modes...
---Survival Mode - With a score counter and endless flies
---Timed Mode - Endless Flies, how many can you catch with custom time limits?
---New Game + - More flies, more colours, more focus needed.
---Challenges - Never catch a flie with a unique colour that flies rapidly everywhere, it won't leave you alone!
---Hurry Up Mode - Waiting too long or being too cautious will occasionally cause more flies to show up. Can you spot an opening fast enough?
-An animation of the Salamander squiggling when it catches the wrong colour of flie, he tastes his mistake and realizes he's about to go boom, maybe he should panic. haha

Nothing wrong with a focus test game, but with some tweaks I'm sure it can be a lot more impressive. Keep it up and keep improving!

Werneck responds:

Wow, thanks so much for the extensive feedback! I agree with all your points, and will definitely take your suggestions into consideration.

I'll definitely work further on lizard life! I've been forcing myself to publish small, bare-essentials versions of my game ideas at the moment, as I work alone and have been struggling with projects that are too big or too ambitious and see the light of day.

I'll likely repost a more complete version of Lizard Life in two weeks or so, and many of your suggestions will be incorporated there. Meanwhile, if you have the time, check out my game Hexpulse, here on Newgrounds. It's a lot more complete, but I could use some feedback on it, too :)

Yikes! I know museums have high security, but I think PIKES might be a little extreme. :P

Not bad! The game is playable and I'm able to move around without glitches or bugs.
I do have some suggestions that should make the game better should you decide to release a new version.

-While the character is a ninja, adding some quiet sound effects for jumping and landing would improve the atmosphere of the game, and make him seem more ninja like.
-Same as above, when the ninja walks over or is hit with a laser, adding an electronic humming sound would make it seem like the security is slowly starting to detect him, and would make it more nerve racking.
-Some spike pits are impossible to get out of when the ninja falls in. That said, with these specific pits, the player should get an instant game over so it becomes less frustrating having to wait to get caught.
-Adding a Victory jingle and a Game Over jingle would make winning and losing seem more important.
-The floating platforms that move from left to right move from underneath the ninja while he stands on it. If you could find a way to have him move along with platform, it would prevent accidental fall offs.
-When moving around museums, sometimes the floor covers the Ninja's Detection Bar. Moving this icon so it always show up above obstacles would prevent it from being blocked.
-Having to restart all the way from the beginning after losing is a little bit harsh. Having a checkpoint every couple of levels or every level would prevent people from getting irritated and stop playing.
-A quick 'Boop' sound effect for when a button is pressed.
-Adding a couple of extra animations for being idle (standing still), such as the ninja looking both ways or crouching would be a nice touch.

This game has potential, a few tweaks and this could be a really good game. Good work! :P

07raffaello responds:

Thank you very much my friend, your suggestions will be considered for the final version, we hope to learn and make better development of the game in the next version.

Multiplayer Rock Paper Scissors with animal people and health bars, its got my vote. :P
I'm facing some minor complications with the KickStarter process, but I hope I can send a donation your guys way soon. :)

Evil-Dog responds:

Thanks for trying to help :D

I have no doubt the finished map will be of use to players, however as it stands the game is like you said yourself...an early beta.

Once the finished version of the map has all of the update points, I'd say the game/map will be quite helpful to new players and veterans alike.

Here are a few things that would also be helpful for people reading the map.

-Some people might have the game playing on one screen and this map on another. These people might also be playing music of their own, with that said, adding a mute button would help to avoid clashing music. This was already on the list of things to update, I just figured it would be wise to point out.
-When zooming into the map to see street names, the text tends to get a little bit pixelated.
Making the map itself bigger to allow for further zoom levels without pixilation or going over and redoing the text would make it more visible and easier for players to read.
-While 7 Days to Die has procedurally generating enemies, items and animals. I'm sure there might be some method to the madness. If you could find an online site that knows about the locations of spawn points and credit them, the information would prevent A LOT of confusion for players that have difficulty finding certain items.
-As well as selectable buildings, adding 'tourist spots', commonly trekked upon locations that players will find themselves at would serve well as a "You are here" location. It would help players who are lost find where they are in the map.
-While temporary, the update list takes up a pretty big potion of the screen. Making this list smaller would allow more room for the music selection and add more visibility to the map.

I look forward to seeing the finished map. Good luck! :P

iCod3r responds:

Finished! :)

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.

"A simple block game made in Actionscript 3. It's not completed but if it get good critics i will continue to work on it :D"

The game in theory seems fine, a RocketBlock travels at a constant speed avoiding obstacles. Like you said yourself it's not completed.
However you shouldn't decide whether or not to continue production based solely on the hope that you get good reviews. The game has yet to be finished so it won't reflect the finished product. It is going to be reviewed for what it is now and that might discourage you. It should not.
The game may seem simplistic at first, after all it is still a work in progress. Yet the hit detection, movement and score counter seem to work just fine. This goes to show in terms of programming that nothing is wrong.
While the game is still be worked on, you might want to consider the following suggestions.

-The flame detail that comes out of the RocketBlock thruster could use a bit more animation. It is a single flame that remains as long as the thrust button is being pressed. Having the thruster change from multiple flames will add to the thruster feel you were going for.
-The background in it's current state is limited to the white wall and the gray floor. Having the background transition to different colours or having non-obstacle objects go past the RocketBlock will add to the sense of movement. It will also prevent the RocketBlock from looking like it's hovering in place.
-There isn't any sound effects or songs playing in the background. Perhaps adding...
-----A start sound effect
-----Engine sound effects
-----Thruster sounds
-----A crashing sound effect
-----A Game Over jingle
-----A soundtrack for the game
Adding these will make the game more enjoyable and less empty. You could also throw in some mute buttons for people that get distracted by music and want to focus in silence.
-Now that you have the base game down, you could add some more detail to the red blocks and the RocketBlock. This will just help to make the game more visually appealing.
-The game is called BlockPack Race. It would be cool if you had similar blocks follow behind the players block, and upon crashing the other blocks would zoom past. It would help to add to the theme of Racing.
-The game currently (unless I haven't done well enough yet) has no ending. It is strictly high-score based. Adding a campaign mode with certain challenges would engage the player in different scenarios and obstacles that would add variety to the game.
-The block generation is works well, after getting better at the game I realized that I could simply ignore all the flying obstacles, and only avoid the blocks on the ground.
If the game got harder as it progressed (floor hazards appear, temporary enemies, vertically moving blocks etc...), getting a high score would be more of an accomplishment and overall be more satisfying.

If these areas are improved upon, I can see this game doing well on NewGrounds, but as it stands the game is merely an alpha version. I hope you find the feedback you get is constructive and helps to make an enjoyable finished product.
Good luck! :P

Keevinw responds:

Thank you! :)

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

Male

Canada

Joined on 4/20/14

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