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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.

there are problems but it looks pretty sweet

main problem is frame rate. try and find a way to make it less graphically intense if you can. also tweaking the was the character is shown behind the trees could fix the frame rate thing a bit. turning up the alpha of all those tree tops with AS can cause some big lag. try some map redesigns and make it less programming complicated where you can. the key is to make it as simple as you can without losing any of the awesome. I think you can figure it out.

I love the combat system, its great and I cant think of anything to change on that. I can't wait to see some more. added you to fav artests and I look forward to the finished product.

RockLou responds:

Thank you so much!
I really wanted these kind of graphics, and I tried to cut it down as much as possible. The trees btw are made transparent through an animation, not AS. The only AS is the hittest detection.
But things will probably look different in the finished product.

too short but damn good!

I was reallly surprised by how interactive this game was! I though it would just be your average puzzle solving point and click then I saw "press space" flashing and I'm was like "wait... what? shit that's a zombie!"

the timing part was nice with the truck, it added a since of urgency. you knew that zombie would only be eating for a short time.

and even though the fps part was sub par as far a fps go, it was still a good/necessary part of the plot. it also kind of adds to the idea of "shit zombies! I need a weapon to escape."

there was alot of little "useless" interactive things you could play with that were fun like in the kitchen which gave a nice little feel of doing whatever you want.

all together I think it was a great game and it kinda reminds me of the first game I tried to make. great work

MichaelJ responds:

I love making useless interactivity because it confuses you. I mean, you didn't know if there was anything you needed in the kitchen or not (unless you are a walkthrough noob) The problem was, because of the uselessness, I wasn't able to make the game longer (filesize) Don't worry though, second will be better!

turns are a bad idea, its that simple

"You earn new turns every day, so remember to play daily!"
well I could probably sit here and play this for a good bit longer, but I can't... I mean I would love to but the fact is my characters can't move any more for the day. and to be honest I don't know if I'll remember/care to play daily because you haven't really hooked me. I finished a couple short quest and was really enjoying it. everything was going pretty smooth and fast until I was in the forest with 3/5 mushroom caps collected and I ran out of turns for the day. major turn off, no pun intended.

I rated you high for 2 reasons, the first being most important to me.
1. I rated high in hopes that it will help the game get more publicity by uping its score and maybe helping it get front page for a while. if this happens I believe almost all the other reviews will back me on the "REMOVE TURNS" idea.
2. its a really awesome and enjoyable game, but putting an unwanted time limit on anything good is a bad idea. thus 9/10

really hope you tweak this little snag as I would love to actually get further into the gameplay and maybe make this game a habit. if I don't keep playing, just know it as 100% because of the turns :(

Edgebee responds:

Thanks for the comments, if it were possible, we wouldn't have a time limit, however we're a "garage" developer with a next to nothing budget (been working on this without pay for close to 2 years now), so the load of people playing constantly on our servers couldn't be supported, for the moment anyways.

good idea but...

the idea behind this is great but its got alot of flaws. I wont spend a long time repeating what alot of people before have already said, but I will add a suggestion.

make it so you can change the game type of what your playing. its really annoying when one of my favorite techno songs in the audio portal is automatically set to clicks and I want to play it on frets or DJ. and Its just as bad when one of my favorite rock songs is set to DJ and I want to play it of frets.

the gameplay on clicking is lacking to say the least. without a nintendo DS its really not a good type of game (rhythm based clicker). the timing on the clicking games is really meh and could use a little tweaking. maybe if it where like a curser game where you only need to have the courser over the right place it would be a little more enjoyable. like a wave the wand game. but moving to the number and trying to match the rhythm, time the shrinking bubble, scout out the next number, click at the right moment and repeat is a little tedious.

keep it up and keep trying to find the next great flash game. you got it in you, but as is this game isn't it. sorry.

Coolio-Niato responds:

The clicking game was created so people with tablets could play Elite Beat Agents on their computer instead of buying a DS.

The reason games are only synced to one type of game is that if they were to be interchangeable, the patterns on the frets and the dj disks and all would be RANDOM, which would suck.

Anyways, all the timing is not based on the game, but it's all based on how users sync. That's why there are popular and rating categories, as well as featured.

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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