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GeoKureli

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a basic human function
expressed via interactive medium
a reflection of the body's needs
so natural that it's automatic
yet sometimes we forget, if only for a moment
to slowdown, and take a breath

ninjamuffin99 responds:

i couldnt have said it better myself

short and sweet, I played it a few times to try and get everything. Nice placement for the secrets. didn't get anything for under a minute, is there a time to beat?

Serious07 responds:

I didn’t really think about it, maybe there’s something in it. Thanks for the feedback.

I should mention I'm on a laptop with a track pad, I know this would be a lot better on a touch device. The camera is terrible, it trails behind making it extremely hard to see ahead of where you are going, the camera should precede the player, maybe even just quickly zip to the point I hooked.
I'm constantly pausing the game because I'm clicking past the edge of the game.
Edit:I said that because a better camera would have targets more towards to center than the edge

It wasn't clear that I had to touch the flag rather than the whole pole.

I like the graphics

prokischd responds:

Thanks for the usefull feedback. Yeah the camera is being wrked on and experimented with in the current version so it would feel better. The clicking out of the screen is the limitation of it being a browser game that does not consist on mobile devices. Here is a video of the current state of the game with new levels and mechanics being worked on if you’re interested:
https://youtu.be/m-pSh0O2FFw
Thanks for the feedback and for trying it out:)

It seems like the mechanic was used more to make the solution require more steps rather than requiring better logic. lots of times I felt all the arrows funneled down to the same path and it was just about continuing forward movement to succeed.

I didn't notice that the switching plates had a unique graphic until after I beat it. It didn't really mess me up at all, but I recommend making details like that more prominent. Lastly I recommend boiling down levels down to the smallest amount of steps that require the same logic to avoid tedium.

Bigaston responds:

Hey!
Thanks for the comment. The idea of the number of move is a good idea! I've to see how I can do that!

I don't get it... I'm on level 2, I draw a platform and it disappears when I jump, every time.

Edit: okay the red kills me, that was confusing as hell without a proper death animation

GoodL responds:

A death animation is a good suggestion, thank you!

this plays pretty terrible. everybody spawning out of nowhere, the guns aren't balanced. it's just not very fun

Man-hours responds:

Thanks for the review, I will balance the Newgrounds version and add more to it next weekend.

Why say "Don't touch the walls" if I'm supposed to touch the walls? I missed out on all the experience points of the first level.

The games alright, it might be better on a mobile device, but it seems to easy since you can dash immediately when something dangerous gets close

bozfloat responds:

Good point. Changed the message to say "The wall on the left".

I came

Gimmick responds:

so did I!

Not a fan. The level design is just tedious and repetitive without being challenging. I Just finished level 3 and just overly convoluted and easy.

I pressed space a dozen times before I realized I was supposed to hold it down. "To speed up time, hold the restart button" is a terrible idea: why not just use a different button, why make us stand still to use it, why not just make it happen in a timely fashion by default?

I went and played a handful of your games and they are all jam games or games made in very short timeframes. Your rapid prototyping skills are great, so I recommend spending time adding polish to a game rather than trying to get it playable as fast as possible. Often times I'll get core functionality working in an afternoon and spend weeks tweeking the paramters until it feels right.

Serious07 responds:

Unfortunately, I usually do not have much free time on weekdays, so I try to free the weekend to work on games. And if I am working on the same game for 6 months and it turns out bad, I'll get 6 times less experience than I could, most likely with the same result. I get just an incredible amount of experience after every jam. When I'm sure that my skills and understanding of game design are enough to work on something for a few years, I'll start to do it, but for now, it's too early.

the art is great, the engine is great, it just needs a lot of tweeking and playtesting. The boss was stupid hard and it felt like I was just supposed to die over and over until I learn what to do. I noticed touching the void areas drained my health but it might as well have instantly killed me, I never touched the stuff and made it out without dying. Plus the boss kills me in 3 hits anyways.

Of all the LD42 games I played I feel this is ranked last in theme fit, it's like you took an old prototype from one of your pre-existing projects and just made the floor disappear. that being said, this is probably my second favorite LD42 game, so far.

TheRealdrkrunk responds:

I edited the description with the solution to the boss fight (not attacking when he is attacking). You are right though, it was designed with intent of you learning the boss phases to beat him.

This game was made from scratch so it's a compliment that you think that its design took longer; we probably would have had a much stronger themed game otherwise. There really isn't much you can do with running out of space for an action game which is why the theme in-game is so generic.

Thank you very much for the feedback, I appreciate it!

Wholesome AF

George @GeoKureli

Age 35

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Joined on 4/1/03

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