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Thetageist

252 Game Reviews

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I love the concept and the graphics, all of it feels like it has a lot of heart put into it! However... I really need a cursor for the apple-picking sequence. I can't see where I'm clicking when I try to pick them up. Hopefully that won't be too much to code, let me know when it's done so I can play through it properly and enjoy the full experience!

klubnichka228 responds:

Thanks for playing! I made a visual cue for picking apples and also added the ability to pick them and other ingredients by pressing the Z key. Hope this helped a little.

Strangely enthralling, for something with very minimalistic graphics and no animation! Everything works out in a pretty logical progression, and it doesn't require that much backtracking! I kinda wish you could roll over your inventory to see what you do and don't have, though, or at least have the uncollected items be darker for a better contrast. I also think that, if this game were updated, NG leaderboard functionality were added!

Bug report: Upon starting a second game after completing the first, the camera did not work as explained in the description; rather, the arrow keys moved the camera instead of the player. The leaderboard also doesn't work at this point, which is why I figured NG leaderboards would help.

Some of the graphics for scary moments and characters (the children being cooked, the witch) feel a little too cutesy to be properly horrifying, but otherwise, this game builds up atmosphere and tension very well! I like how the game is bookended by quick cut transitions with a noise (an ad hoc "jumpscare" if you will), it makes you expect more of them in the middle of the game and therefore adds some tension!

I'd recommend you send a tech support request for the medals not working with Ruffle. From what I recall, other games I've seen don't necessarily have the same problem, so maybe Tom can help fix it (since he seems to be knowledgeable about Ruffle integration with the site). I'd love to see your other games integrated with Ruffle too!

I can tell there's a lot of cool stuff coming up, but the lag was making it hard to play - I started experiencing it after my first death when I was spotted by the first hanging shooter enemy, so pretty early on. When I reloaded the page, the music wasn't there. I'm also on Chrome. Looking forward to playing more once that's fixed!

This has a seriously steep difficulty curve for me, but that could be because I'm just not used to car-like controls and how slippery the movement is. I love the concept a lot, though, and the rest of the game beyond that is really polished!

I love how as you unlock different cubes, the changes they make to gameplay get more and more drastic and unique. Playing as Yppah or Cyclops is almost a completely different game, and let's not even get started on PAIN!

I love the concept a lot! The lack of instructions, as well, makes it feel more... introspective, I guess, as the player is left to find things on their own.

However, I think that various indicators would help improve the experience. I see that people have already mentioned a map and a points counter (that would be especially helpful given that when I first saw the graves, I thought I'd need to destroy one to get the artifact). I think a clock indicator (probably something that has a sun that rises and sets, to keep the immersion) would be a good way to tell how long you have left before you have to set up camp again. I actually spent more than a day trying to find somewhere to bury the artifact, so I don't know whether that time limit is really implemented in game or not.

More fleshing out the world would also be pretty cool - insides of buildings, various decorations or items that hint at the lore, etc. - though I think the minimalism of art style definitely sets a tone for the game that I wouldn't want to change.

AwkwardSilenceGames responds:

Thanks for the feedback! I agree with everything you've said.

Interestingly, the in-game shadows actually function at a clock, with the end and start of the day being when they're pointing directly up.

Really cool concept! I’ll playtest more if needed.

I’m playing it on Brave Browser on mobile, and the cards aren’t always moving where my finger is. I got stuck at one of the events and it didn’t give me a new card, so I dragged it back onto the emotion token and it wouldn’t let me do anything after that point.

Pretty good RPG platformer!

I also think the ending was a little bit anticlimactic. I was expecting a final battle or at least actually getting to see the egg in person. Gameplay is pretty fun, character and environment designs were great, and backtracking is easy to understand, instead of being really confusing like in some other games!

Sound design could use a little as well - if I have the volume up loud enough to really enjoy the music, the battle intro noise is way too loud. On top of that, I'm not sure why the music resets when you die and respawn, it seems to mess with the immersion a little bit. It did take me a while to get used to the sudden transition from traditional Middle Eastern to metal music as well.

Nice Scary Maze Game remake! I wish there was more put into this "game", though. There's a lot of excellent horror games based on the same concept of a labyrinth that you could take inspiration from!

Also, by the way, please credit the music you use in all of your games.

Edit: If it was, then say so.

RaidenKramata responds:

boi the music was literally all made by me

Pronounced Theta-geist.
I’m the ghost with the posts! I dabble in everything and give detailed reviews. ¡Hablo español también!
I sometimes make NSFW. Don't lie about your age!
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Joined on 8/11/18

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