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GeoKureli

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Gonna try and find an excuse to say "I didn't ask for your opinions as a topping" at some point in my life.

tea drinking took forever, I wish I had real tea

Bleak-Creep responds:

You don’t stand between Maple and her pizza :)

"This is where you hit the left arrow"
[hits left arrow]
"Ow, you not supposed to actually hit me, you're supposed to pretend"
[decidedly doesn't hit left arrow]
"Cmon you're supposed to hit the left arrow, you dunce"
[hits left arrow]
"You choose'th violence"

Nothing worse than games with mixed signals in the tutorial

SquishY-Bottom responds:

Lol, it's meant to joke that you actually punched him.

don't know if anyone mentioned this but undoing doesn't undo any scoring, at least not on lvl 24. and on lvl 28 undoing put me in a spot that let me beat it much more easily.

Cool game, great fun, some of these middle levels seem like no-brainers and therefore a little tedious. would give more stars but its vibe is lacking

RichardOz responds:

Well the undo is something I allowed because it can come in handy because my goal is not to stress the player, so if you get bored resetting a room you can go back, then it's up to the player if they want to decide to abuse this feature.
Some of my future games will also have a good difficulty, but this was not the game where I wanted to make the player's life difficult, but simply the goal is to distract the player a bit and make him relax without thinking about what he went through during the day, I want him to feel carefree like Dude during the game time, so a good balance between busy mind and relaxation, I'm sorry that your experience was a bit boring.

As for the bug, I'm aware of it, if I'm not mistaken it's a visual bug that doesn't give any real advantage but I still hope it will be fixed soon, I'll let you know!

One of my favorite games ive played on this site, like ever. I would pay for this game on google play or steam.

My big issue is the bugs. Clearing room 3 didnt open the door for me 3 times in a row, the game crashes for my wife, the trinket that damages enemies on heals never works.

Even with all that, I've been playing this game all day, I love it, please fix it and then ill pay you money for this on game marketplaces

Edit: thanks for telling me about the app, it never crashes but all the other bugs i mentioned are still happening

MaxBytes responds:

Thanks so much for your comment... and I'm really sorry for the bugs :( There's something going wrong with the web version I think, because I have not encountered this with the Android or Windows version of the game...

Speaking of which, the game's already available for free on the Google Play Store (search for lost for swords, you should find it) :) Hope you're having a smoother time there.

I'd also be glad to have you on the Discord, to share builds, discuss strategies or, if you like, you can shape the game with your own suggestions and ideas. I'm always open to those :)

Would you be mad if I blatantly stole this game idea and added pickups and obstacles? You can be honest

zzox responds:

do it, i'll send the source

I really like this game, a nice and simple twist on a classic game. but I'm at level 27 now it's definitely getting harder, but I'm not having as much fun. It feels more like I'm just supposed to try every combination rather than think ahead and try to be smart about it. That's also why I never enjoy "move count" goals in games like this, it only hinders progress with more tedious trial and error once i've discovered the level's true "catch". Most of the time, 3 starring a level does not utilize some cool trick, and if it did, I would rather just play a level that required that knowledge to beat the level.

73 more levels is pretty daunting, maybe the later concepts are easier for me? like the grey mushroom levels

That said, I think the art is simple and effective, the music is fitting, nice and ambient. I like that theres a lot of control options. all around nicely done. I'm just not very happy with the levels and difficulty curve, it seems

erytau responds:

There are certain walkthrough patterns that can help. When I was testing the levels I often went straight to the next shroom, and the next and the next, until I'm stuck. Then I undo a few turns, fix the deadlock in the least intrusive way and repeat the process. Soon I could image how the final path should look like.

Concept-wise - there are grey-mushroom levels and later you would encounter portals and multiple slugs that move simultaneously.

Thanks for nice feedback!

Cant play on trackpad, also, right click to aim is kinda weird. can you make it space or just make me start aiming when standing still

MoeAnguish responds:

I think your problems would be easily solved if you got a mouse. But other than that, fair enough.

I've been following development for a while and I wanna buy this on switch, but honestly the level design good use a better curve. Level 17 literally felt like the the first level that wasn't extremely straightforward and I'm completely lost on it. It really went from 0 to 100, right that moment. So much about the game is on another level, but this is really holding me back

any chance you can make R to restart?

Edit: I beat 17, it's a fine level but I still think it's a huge spike from the rest of the game, by miles

Edit 2: glad to hear! I'll check it out!

dietzribi responds:

Thanks for the feedback!
In the full game you can have a key for restarting.
About level 17- we wanted to make sure we have at least one difficult level in the demo because the full version is a lot more difficult! It's not even a level from the first chapter, because we also wanted to show that are a variety of mechanics in the full game. It's tough to make the demo both short enough, explain all the different mechanics, give enough taste or what's to come in thr game, have it both not too hard and not too easy, etc...
So while I think the balancing in the full game is better- I have to tell you that there are a lot more levels that are closer to level 17 difficulty :P

You should be really proud of what you did here, this is a very impressive feat! but when I actually get into the game I feel like I spend 90% of the match not knowing where the opponent is, and then once either person finds out, it's basically over. Would prefer to have multiple characters on each side, and the freedom to search the map, as the whole guessing game is not what I'm looking for

larrynachos responds:

The current gameplay loop is being affected by poor map design cause I'm not a level designer. With better levels it'd be less meet in the middle and take turns getting shot until yall run out of food and have actual strategy.

2v2 was part of my initial idea but I ditched it cause things get jank beyond 2 player. I also opted for turn based as opposed to real time action because it was less cheesable.


If there wasn't a movement limit, you could just walk up to them and shoot them in the head. Then what are they supposed to do, run away? Wherever they can go you can too. If I made it so you could always see the whole map, people who play a lot might know exactly where to shoot

Overall yeah it's lacking

Not surprised to see this games score steadily rise since I first saw it. I struggled with the UI and almost gave up, but the gameplay well worth it. wish i had more friends to play with, The AI is nice but so aggressive and brutish that it really forces you to master the timing early, and I was hoping for something more casual.

Would have liked to see this with ringout KO's, imo

TheBlueHatted responds:

You can adjust the CPU difficulty in the options menu, maybe that helps

Wholesome AF

George @GeoKureli

Age 35

Corporate shill

Chicago

Joined on 4/1/03

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