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18 Game Reviews w/ Response

All 45 Reviews

Noice

This is absolutely adorable, great job. I see your coding skills have improved! And the game looks fantastic too!

Kwing responds:

Actually, I used bad coding habits for this game... The lasers actually are playing through a firing animation.

Awesome, Original Game.

This is one of the most original games to hit the front page in months. It's excellently made too, easy to play, not convoluded and the difficulty level revs up very nicely so that anybody can become a master with enough practice. The GUI is fantastic and very modern, which I love. The game itself works perfectly, I couldn't find a single glitch, not to say there aren't any, but take that as a big compliment from a fellow game designer considering this is a brand new concept. The only thing I really disliked about this game is the music selection, which is why I give it a 9. Pretty much all of it is electronic and techno, and you missed out in a lot of places where you could have had blues, funk, jazz, even some Final Fantasy pieces (though I did love the Pokemon Final Battle addition). But hey, that's what player packs are for, and I think this game is really going to take off in popularity so expect to be making those soon ;).

FrozenFire responds:

Searching the audio portal for jazz/funk that fits this game was HARRDDD I really did try though. We had to limit our selection to the best of the best. Don't worry though.
This game is doing really well and I have plans to get additional content of ALL GENRES in the future. :)

*COUGH*NAC*COUGH*

Really, really good!

I don't know if it is all what it appears to be, but here goes.

This is EXCELLENT. I know, it's weird that I rate this higher than EPOS, but this has some pretty great ideas. First of all, having daytime/nightime is awesome. Character customization is neat and totally not expected from a flash RPG. The mission system is really nice and the music selection is great!

The weak part in all of this is the graphical presentation. It could use some more spunk, maybe animation, etc. It kind of feels like a dull runescape presentation wise, but other than that, you are off to a great start!

I hope to see this on the front page some day!

jscdragon responds:

Thanks dude!
Everything is open to improvement, DEFINITELY including graphics.

thanks for the feedback

Really good tutorial!

The animation is really well done, and the tutorial is easy for anybody to understand. Props to this.

Also, fun fact, Moovlin PC uses these techniques for the intro!

Kwing responds:

Thanks :)
I tried to make it understandable.

Really cool!

Artwork was dazzling, I'll get that out of the way first. Animations were tweened, so they look not as organic as they could be, but the rest was fascinating. I congratulate you for creating a dynamic and fun world. It takes lots of skill and talent to make something engaging for the player.

Music was great as well, I don't know why the scores are so low though, many of those tracks are wonderful, done by the amazing Cazok... I even used the Canthos theme for my own game, hope it doesn't inflict anything on this, but it sounded so cool.

Gameplay is where there are a few issues. I won't rate you on it too much because it is obviously still in demo form, glitches are expected. Here are the glitches I encountered.

-Grappling is extremely glitchy, sometimes I was thrown around an entire object and other times I instantly died or was able to climb into infinite space.
-Combat is a bit dull with the main characters, you should add combo moves.
-When you roll under something and try jumping it messes up. I actually have a solution for this, for as I have the same kind of mechanic in my game and I used a method to fix it.

Go to your character code. Make a variable around the jumping actions,

if(jumping){
//your code
}

Then, go to a part where you have to roll. Make an invisible movieclip box on that area and make hittests that disable the jumping variable when your player is touching them, but make an

}else{
jumping=true;
}

command so that jumping is enabled once you out of the whole.

Anyway, onto the rest of the glitches.

-Menu should be mapped to P and arrow key navigation is recommended.
-If there was a ceiling that was walkable and i was underneath it, if I jumped, I hit it and then boosted up, looks a bit jaggy.
-Grappling to walking lines should be automatic instead of pressing CTRL, or at least have a command pop up over the characters head that says CTRL so it is more obvious.

Most of the glitches are found in the grappling move, though. Unless it's too late, I suggest scrapping it or taking away it's functionality of gripping to walls because it will be really hard to make it glitch free. Critics notice tiny little errors like this and go mad.

Otherwise, really cool project and I am behind it 100%!

Xiphon responds:

thanks for the review, I'm actually trying to find more beta testers that know something about code.
Once, some time ago, I was trying to find someone to just code it for me cause I didn't know what I was doing, unfortunately it didn't turn out many promising results, so I undertook the task myself.

The crouching thing, yeah, that's a bug that's there and I've had a plan to fix it and just always forget to when I open up the file.
The grapple is probably the biggest rediculous thing I've been trying to make work, And i dunno if i should bother with it.
Originally, you were supposed to be able to aim it in any direction, but I wasn't sure how to do that (at the time). I want to keep it in the game, I just need to find a way to make it work without throwing the character all over the place. And things get even worse when you try grappling to enemies off of walls and stuff like that...

Decent.

The concept here is pretty cool. Playing as different 8bit characters is really fun, but this game has a few flaws preventing it from being too great.

First of all, I applaud you on re-creating all the original Mario levels. That in itself takes a long, long time, I would know, I've been working on a game since February 2009 and I expect to release it soon, level design is a long, hard process. You should check out my game when it comes out too :P.

The problem is with the controls. It feels a bit sticky, there is a bit of delay. That I can understand, not your fault, actionscript. But at times there are things that could have been fixed. Sometimes the jump just won't respond when I press it, which is annoying.

Also, characters like Samus just feel horrible in the levels. I understand you want to keep the original mechanics of each game intact, but there is a limit when a character is harder to play and takes longer to complete a level with. There is no need for that, some things can be substituted.

The graphics are all very nice, I take it you made some sprites for characters as I have yet to see them in the actual games. As much as this is a homage to classic games, standards are a bit different now and some things are desired. For instance, it would have been nice to offer some sort of story to compel the player. Yes, Mario has no story, but maybe the story can change for different characters like Samus and Link.

My main problem is that you could have gone a bit beyond the normal and expanded on your original idea. I respect the time and effort you put into this though, it is a pretty fun game and it has received some pretty rave reviews so far. I just think it could have been more and that some opportunities were missed here.

explodingRabbit responds:

My vision goes beyond this but what one person can do in a limited amount of time is limited. I've never experienced the control delay so I don't know what's causing it. Are you playing with a gamepad? That helps a lot. I appreciate you taking the time to write some your comments. I hope you enjoy the game for what it is.

Decent.

As a parody, it works. The first battle is kind of stupid, you could've use that smexy 16 attack one instead. Music was annoying, but sound effects were good. I would say that you should make the enemies have more than one attack.

Other than that, it's decent. This might have been a front pager if you had made the battles more detailed (more enemy attacks, weakness indications) and had some voice acting. I laughed at the lines, I can see my self uncontrollably pissing everywhere if it had been voice acted.

And also, the battle with the zombie is just plain ridiculous. I tried a crapload of combos and nothing could kill him. The only thing that got anywhere close was the molotov cocktails.

Also, I am mad at you for saying training battles help. I went back and did all of them 3 times, and nothing changed. The zombie wasn't any easier to kill, and I think I turned into a zombie in the process of trying and failing to defeat him.

THANKS KWING.

Kwing responds:

The first battle -was- stupid, but I wanted to dive into realtime on the first battle just to catch the player's attention, even if it was stupid.

Yeah, enemies definitely needed more than one attack. Next time I'll consider AI or a randomizer.

Battles needed a victory indicator or pauses badly, I got that.

Maybe I could get some voice acting done for this. I'd actually want you to voice some of them since you have such a sexy voice.

The zombies are easy. Do training battles at The Market and then use cocktails on the zombies. Training will increase your max health and damage, but it's like rolling a die. It increases randomly by 1 to 6. The only way to get more than that at a time is to beat the Superboss, which rewards a whopping 100 damage bonus and 100 max health.

Also if you wanna beat the boss, train until you can 1-hit training zombies, then spam Training and Arrow. You can get 3 dice 'rolls' per second if you're quick enough.

Horrible.

I usually don't vote on submissions based on how their other prequels/sequels were, but this is just bad.

Reincarnation OTSYD just seems like a gap filler. Just something to give your fans before the real release. I, was a fan of yours, and I feel left down.

This iteration includes very, very low quality voice recordings, unlike previous versions, the puzzle isn't good (morse code), and the graphics stink compared to older versions. Much of the game is presented with thick lines, which makes Riley feel out of place. You can't have something with thin lines interacting with thick lined objects, it just feels wrong.

The worst part is that you have an unsolvable morse code puzzle. There isn't even a walkthrough included, and that's just bad. I shouldn't be google searching "morse code" to figure out a flash game, that just, isn't done.

I'm sorry, I hope that Reincarnation 3 is just ALOT better than this gimmick. Better artwork, possible puzzles, better quality audio, everything. Please take this as the truth, I love B-Group, but this is a definite let down.

LiLg responds:

I'm sorry :(

In my defense, I thought i was doing the fans a favor.
PS - The demon's name isn't Riley. Riley is a Reincarny

Author, please read this review and respond!

Well, this is your first game. I'm also designing my first game for PC too, and it is also a platformer. Taking advice from other people and fixing my game on it, I'll help you out.

Gameplay: You have made a simple platformer, which is nice. The jumping and moving mechanics work pretty well for somebody who is probably only a teenager developing this. Graphics aren't too good, but nothing can be perfect, right? They aren't an eye sore, but they certainly are too plain to get you a high rating.

There needs to be some sort of acceleration for the game, because it feels to jerky at the moment. Jumping needs to be more responsive when you jump off of cliffs. For the scrolling levels, the camera needs to be zoomed out alot more. I also noticed some glitches with the paddles, what not... The biggest problem is with your level design. Some obstacles are just trial and error, and the difficulty is inconsistent.

Graphics, well... Decent. Glow is kind of nice, I guess. You can hand draw some stuff, maybe some terrain? Anything that works.

Presentation needs work. Obstacles will be unexplained at first and the music doesn't even play during the game. Some effects for the buttons might be nice, they'll get you a higher score, and I noticed you re-used the same levels but just put glow on them, that took off about 2 points for me because the last thing I want to do is play the same level over again.

All I can say is that it is a decent start, and maybe when you get better, we can collaborate. You can check my profile too for "Moovlin PC Demo V2".

SyndromeGames responds:

Well, personally, i think your score for me is a little unfair, but I am not one to judge. I really appreciate how much time you put into this review, and i will keep what you have said in mind. About the collab, If you are a good level designer, I would love to work with you! (Level Design, and Artwork are my weak traits.)

Great!

Very good! This might turn out big some day. I suggest you make the screen taller, make the car faster and make the scrolling smoother. Graphics are fine as is too. ADDICTING!

Kwing responds:

Thanks. I thought the car was pretty smooth, even if it moved slow.

I am the creator of Moovlin PC! Go check it out!

Male

Programming Flash

Chatelech High School

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