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GeoKureli

304 Game Reviews

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too easy, I got bored before i saw any kind of difficulty curve

TedsTerribleGames responds:

What difficulty curve? :P
What you saw is the whole "game". I know the gamplay sucks, but I'm still pretty happy with it. :)

A decent puzzle game with some good level design. the controls are a little clunky though and the whole process feels too time consuming. I'd work on the mechanics a little. make the push animation shorter and work on the movement drag/acceleration/speed.

Insectscorch responds:

Thanks for the feedback. Did you have any performance issues?

I hate this game so much. Worst controls I ever seen. the game does not reward skill, but rather luck and perseverance, I'm convinced the last level is only possible when a strength+ falls. also. No one in there right mind would think to collect weights, instead they will likely avoid them.

blit-blat responds:

Oh come, come now. The worst controls ever? Less hyperbole please! ;)

And I've managed to complete the game without strength+ (max strength and health and just go for it!), but I kinda agree maybe the design of the power could be improved upon.

Cool concept, but horrible execution. The movement is clunky, I don't understand why i need to slide so much. The collision is weird, and really awkward on the final level were I have to jump up the set of stairs (Which is never fun, I suggest ramps).

The interaction with the lasers is confusing, on the first frame of the first level, when i moved the character towards the map viewer, I jumped over 10 or so pixels, and it looked like a glitch. I later found out this is because i touched the laser to the right, and it just looks unpolished. Did I die or just move back over?

The end zone is weird, why not just use a door or something. Use different graphics for the edge lasers than the laser gate that blocks the end zone, they serve different purposes and should reflect that graphically.

I don't understand why the door opens when I touch the nearby map viewer, the door should always be open as long as I've collected the key, which by the way is not properly explained or intuitive.

There is a level where there is a long shaft that leads to the panel beneath me. If there is nothing beneath me I hit the laser and bounce back up. This makes no sense. I suggest changing these lasers to solid platforms that I can walk across, and instead of putting them at the bottom of the screen, put them at the top of the shaft so they are flush with the ground.

gurigraphics responds:

They complain that was slow. Now it's fast. But is sliding too much?
I'll take more than a century to I can please everybody.
But It is easy to solve. Only increase the friction.

(...) Which is never fun, I suggest ramps (...)

It is a solution. Because I can not change the height of the jump.

(...) I later found out this is because i touched the laser to the right, and it just looks unpolished. Did I die or just move back over?(...)

This first step of learning I must improve. Write a trilogy of explanations about the reason for everything.

(...)The end zone is weird, why not just use a door or something. (...)

Because it is very common. Even if they do not like, because they are not accustomed, at least it's different.

(...)Use different graphics for the edge lasers than the laser gate that blocks the end zone, they serve different purposes and should reflect that graphically.(...)

They only block the passage. What changes is just what's on the other side. I do not see why change it. It's a lot of work for little difference.

(...)I don't understand why the door opens when I touch the nearby map viewer (...)

This has also to do with learning. But I do not know if people even want this kind of information, or is it just a gap they found to speak ill.

(...)There is a level where there is a long shaft that leads to the panel beneath me. If there is nothing beneath me I hit the laser and bounce back up. This makes no sense. (...)

It is magnetism of a fantasy world. It is not reality. Nor need make sense. Flying platforms never had sense. Turtles with coins inside also not.

The bug selection system isn't very good, there's no reason to choose anything other than the fly. why would would I hit a termite 55 times for 5 coins, when i can hit a flea 25 times for 3 coins. The better bugs should have better rewards per energy required to kill.

All in all, a cool theme/setting for a idle click game, but not very fleshed out.

The game mechanics were well done and simple. However, the level design is terrible! It seems like you focused more on mundane back tracking and lengthy mindless paths rather than something that requires logic or problem solving. Sorry, the level design killed it for me.

Why pixelate painting style artwork, why rotate pixel art? the graphics would look much butter in high resolution. I like that the ship doesn't take damage, only the heart. but this game lacks strategy, spray and pray and push things away. this could have been much cooler. The laser gun my least favorite

too slow paced, and over complicated to be any fun. During dev time, Threes originally had similar rules but they were taken out because simpler was better.

Keep refining it. speed it the hell up, too!

OrangeSheepGames responds:

Hi GeoKureli,

Thank you for the comment. May I know where does the slow paced feeling come from? I'll try to figure some ideas soon.

Wholesome AF

George @GeoKureli

Age 36

Corporate shill

Chicago

Joined on 4/1/03

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