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nekoheehee

12 Game Reviews w/ Response

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As much as I would love to watch Pewdie play this, I don't think it's polished enough to play.

Here's some bugs and criticism I've got for the game:
I ran into a bug several times where I jumped into the wall by the laudanum and got stuck in there, so you need to fine tune the hitTests with that. This happens from both sides of the wall.
Also bro has a huge hit box and kept getting me through the wall by about 10 or 15 pixels.
The overall controls are really hard to use. There is a huge amount of sliding and drifting going on and it makes it hard to play as a platformer. People who play platformers often praise classics like megaman and castlevania for having "tight" controls, meaning it feels like you have a solid grasp on your character and you can accurately control their movement how you want and need too.

Ok, another big issue, especially with Pewdie. There are no tutorial and we both know Pewdie will be completely stumped unless you make it very obvious as to what does what. He'll overlook the "help" in the menu and complain about not knowing what to do. Even posting the text "S = chair mode" right in front of him is something he might overlook for a while. I actually accidentally figured out chair mode after being killed by ao oni a couple times and kitting random keys. I then lost a lot and went back to look for instructions. I checked the "help" to see if that might be instructions and was right. Problem, it a long manual and he'll likely skip it to save time on making his video. He skips letters all the time, so he'll probably say something like "you guys can pause if you want to read this" and not even realize its the instructions.

I highly suggest polishing it and playtesting the shit out of it, giving it to some friends to test, polish it some more, Then tell Pewdie about it. I'm currently working on a Pewdie game for him too and I'm taking my time. I won't be done with it for several more months and I'm doing everything I can to keep quality of the game as high as I can, I suggest you do the same.

You've got a good base, and I don't want the 2/5 I'm giving you here or anything I'm telling you to discourage you. I just think at the current stage of the games development its somewhat broken and could be a lot better. I've been working with flash since flash 6 I think, and I know its not easy. Take your time, practice and don't give up. And one thing you have the luxury of having is being able to know exactly how Pewdie will react in the game. He's very predictable most of the time and you should use that to your advantage when designing the levels and scares in your game.

Good luck, and I'll be keeping and eye on you to see how you improve.

Kwing responds:

This whole Laudanum-wall thing is really confusing me. I've been ramming into it repeatedly while bug testing and I never get stuck, EVER. I'm always free to run back to the last screen.

As for the bro, I received that exact complaint before the game was published and made the wall thicker... And I was especially careful to make sure it was -just- thick enough so that the bro wouldn't be able to hit you through the wall.

As for the controls, only PewDiePie will move really fluidly. Switch to Stephano or Piggy at the beginning, and you'll notice that they move slower. However, even games with controls like Meatboy have reached critical acclaim, so I think that's a bit of an irrelevant criticism.

Also, I think it's ludicrous that 'Help' does not equal 'Instructions' to most gamers. My last game, PewDiePie Space Invaders, had a manual labeled 'Help', and even for a simple arcade game like that, PewDiePie STILL read the instructions. I see no reason why his fans shouldn't do the same. If you're talking about fairness, well, I think it's unfair for me to get slammed so hard because other people are refusing to read what is necessary in order to beat the game. Besides, PewDiePie literally makes a LIVING off of playing games... He's not the best at figuring out puzzles, but he can rock bad control schemes really well (remember The Grudge?). And he was able to beat Afraid of Monsters. I can definitely expect him to beat this.

As for beta testing, I had a good several people play it, and to get medal approval, Tom Fulp had to play it, and he seemed to think it was up to the quality standards of games with medals, so I really have no idea why people are complaining now, as almost all of my testers were able to get halfway through the game with no help from me.

As for your last paragraph, I can't help but be a little offended. I'm not new to Flash either; I've been making games for a solid four years and I know my way around the interface. If you guys are getting your asses beat by this game, then I'll have you know that a 12-year-old tester found this game to be of moderate difficulty.

I get that you're trying to be constructive and I appreciate that, but to be honest it seems more like nitpicking to me.

question first

so is this a tutorial for AS3 or AS2? it seem to cover a lot of great stuff and i'm looking forword to checking it out in detail soon.

chunkycheese12 responds:

AS2, although I should really do an AS3 one, it's the language we all need to get into!

owch my eyes

well my eyes hurt and i cant feel the left side of my body very well but i have to say for a KK submission this was pretty enjoyable. it was pretty basic and had no point but the spinning and mild seizures made it challenging.
on the chance that this game might get a high score i suggest a warning at the beginning of the game, you would be surprised how many people actually have to look for the seizure warnings.

AdairTishlerKitty responds:

Thanks for the feedback!

dificult to the point of Xing out

i know everyone has said it too hard, and it is, but if you manage to get past the first few parts in the first level you get to one that you cant fit though or get over because the hittest seems to be too big. i think you need to put a lot more planing into your level design before you submit another one. also it was like at the beginning of the second level it was perfectly spaced out to be impossible to make the jump without slowing past the big "=" part and if you do slow down the level is so short after that that you have no chance of catching the black sphere. so yah put alot more thought into level design.

Kwing responds:

It's possible! You just have to wait until you get right before the Waterlolly and then jump, so that by the time you rise up to the part where you would hit the top roof, you've already cleared the = area.

not ready to be in the protal

my review of the game: theres no challenge at all. the hardest part was jumping up stairs that require you to hold down "w" extra long. if you like a game where you jump from block to block in a random pattern of back and forth movement then this is a game for you!

my advice: you probably learned how to do this from the same tutorial on NG that i did my first platformed by. the key is to spend A LOT of time drawing the character and the level. the more time you put into that the better it looks and the better the game. no one wants to play a game with bad graphics.
you have the ability to make a good looking basic game with the action script, its just the visual work that needs polishing.

Renandchi2 responds:

i kno, its just that i suckc at animation

buttons

you need to make your buttons hit frame bigger. it was also very basic and needs some graphics to keep peoples atention

sharpmanexe responds:

i leared how to make this 8 hours ago, so im not familiar to the advanced ghraphics!!

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