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kvenom

29 Game Reviews w/ Response

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Intertesting. A souls-like, but with very streamlined "souls return" system. However, I got beef with 1 thing - why show us the combo upgrade, if combos do not work? Or is it just browser version problem? Because Ihaven't seen the lunge. Like at all. Also there are framerate issues, but it could be just because it' sa browser version.

EDIT(25.02.2024): Turns out, save system isn't working either. Certified BRUH moment right there.

MonsiStudios responds:

Hi!
The final lunge is performed by attacking after the base combo. I have improved the saving system, sorry for the inconvenience. I will soon release a desktop version without these problems. :)

Cool idea, but very janky execution. Some levels are just cruel.
And same for the time limits. Although, should some difficulty spiking features be rebalanced, it would make a great puzzle game.

bozfloat responds:

Do you happen to know where it started feeling cruel?

Nice. You've made quite an addicting and interesting platformer. Although it is sorta too easy. And Slow time doesn't work at all, no matter whether I press RMB once or hold it, and no matter whether I aim at specific enemy or not.
Upd: Staff of Teleport suddenly can switch it's name to Staff of Fire Blast. Dayum, this game has some glitches, including one-shot from tons of enemies attacking you at the same time(and no, I don't mean overwhelming the crazy ammount of regen I had back then, but straight up attacking at the same time, earraping me and killing the game character in a process).

GoodL responds:

Thanks, I appreciate it! We're definitely going to be working on it, fixing up those bugs, and completely overhauling the combat system. Thank you for bringing that stuff to my attention!

Immortal classic. The flashy seamless flowing animations, the artistic air and ground movement, great music -
Re-Armed, EAT YOUR FREAKIN' HEART OUT!

D-SuN responds:

owww thanks! Glad you like it all these years later. the game is nearly 10 years old!

Quite a relaxing Puzzle game. Simple, yet makes you use your gray matter. Overall, not bad.
Also, the Witch girl is quite cute.

Diemorth responds:

Thank you! :3 Glad you liked it! I hope to bring more games in the future!

Floor 40, got OP and bored AF.
The game is addictive, and has some nice, tho pretty basic concepts.
Here're a few tips on top of the ones mentioned by some other reviewers:
1.Make all skills dependant on your basic attack's stats, my making their stats a multiplicatives of the basic attacks. (Example: Say, Basic Attack deals X Damage, has Shot Speed of Y and Z Shot Delay, then Rapid Fire deals X*1 Damage, has Shot Speed of Y*5 and Z*0.5 of Shot Delay for it's whole duration)
2.Give all skills, including basic attacks, some floor-based/monster level based stat caps. Or cap the generation of certain items at certain floors/within certain monster level-range.
3. Make monsters increase their levels with each floor, making their stats, especially HP and damage, bigger.
4.Separate the items into types and make a limit to how much of different same-typed items a player can hold. Also give some items negative stats, on top of positive ones.
5.Make cap on additive stat-changing items, and make most of the said items into multiplicative.
6.Make scrolls only affect character's effects, while allowing the player to choose their own collor. Also add more scrolls.
7. Sometimes teleporting monsters and the chests tend to spawn in walls. Fix that.
8. Add some puzzle rooms. Take some inspiration from Gungeon and Isaac, if you have trouble with puzzle-making.
9. Add randomiser to chosen level-up traits. So level-upping can go infinite like the floors do.
10. Make at least 5 floor tilesets for all rooms, and some variations of said tilesets. And affix one music track to each type. And make some monsters, unique to said tilesets. Especially bosses.
11. Make more secret rooms, and make them more understandable ways to access them. I accidently accessed kings's crypt or something, took the crown, met the same room I used to access said secret room a few times, couldn't do that again. Also yah, make it harder to acess by accident, but leave some hints.
12. Make shops spawn on each floor and make money more valuable by either increasing prices/decreasing money spawn rate and ammounts of spawned or removing gold as currency all together and replacing it with current hp.
13. Make more different arrow types and make some of them combinable with each other, by either stats, effects or both.

paulfromsmite responds:

The chests and imps spawning in walls are fixed.
Nice ideas, thanks!

Impressive. This has potential. Just some variety in gameplay could help, like upgrades and power-ups.

nerizzo responds:

Hello kvenom! Thanks a lot for your feedback. I will highly consider what you mention here for the PC version. I appreciate you taking time to comment and the good review. Have a great day!

Not too bad, but still not polished. The Fat soul tends to disappear, if player forgets to pick it up and exits the room, makeing the game unfinishable.
Still, you did put some effort, take your place at the FRONT PAGE.
Update: the Flag did not appear, the quest is ain't no complete.

JoelLikesPigs responds:

I actually did account for this - The game can still be finished with or without picking up the souls as a precautionary measure in case this happens. When a soul appears a flag is added in the code that adds to the overall soul count

Hrrrrm.
Not very entertaining, though has some good design, I guess?
Also, this is as close to Foory Coory, as Andrzej Bartkowiak's Doom movie is close to Doom - like almost zero simmilarites.
Sure, it's got some of the music right, and the character artwork is nice for a "retro"-styled game.
But the whole premise of FLCL is not about burning city or even running away from cops(Haruko never gave a shit about them anyway).

So yah, in short you lost one and a half star for making a boring game of 1980's handheld's style, and half of star for making unreasonable decision to tie up your interpertation of the story with your game.

SilverwareGames responds:

This wasn't supposed to *be* FLCL it was the game described in episode 2 of the original show. The episode is called FiSta and Mamimi plays a handheld game where she gets to burn down a city. We wanted to make *that* game instead.

I recommend watching FLCL again b/c it is amazing and worth watching a million times. I've seen it more times than I can remember.

Not bad. Nice suspence build-up, better than some supposedly scary games.
Game works pretty smoothly, no bugs found. Did you really made this in 4 hours?
Levels are creative.
Overall, not bad m8.)

Steeelshark responds:

Yep! I made it using dungeonscript:http://dungeonscript.farbs.org

Beginner Gmoder, who can't complete his shit. Also sarcastic asshole, and the former(?) Sonic fan.

Age 32, Male

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