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Thetageist

254 Game Reviews

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I unearthed a glitch while I was playing the game. Sometimes, the movement scheme is reversed, and the movement will be stopped unless you hold down the mouse, rather than holding down the mouse to stop the movement. This is generally triggered by switching tabs, and is not fixed with new levels or resetting a level, but is fixed if the player dies.

I'll return to this review at a later date to assess the rest of the game.

Playing this game initially, I had a feeling of "I don't know what I'm doing, and when I do know what I'm doing, I can't do it." The "I don't know what I'm doing" factor came from not thinking I had any kind of idea what the level looked like or where the other signs were. Up until I read the reviews, I thought that the arrow by the player character indicated where I would go if I dashed, rather than where the closest sign was. The "I can't do it" factor came from the difficulty curve of the level, as very soon in the level, the game requires complex movement combinations such as running jump + dash + a lot of wall jumping in order to proceed.

After pausing the game to look through the reviews and take a breather, I went back to playing. Now that I'd gotten the hang of how the game worked, including the arrow, it was easier to figure out how to complete the objectives. Hence, it wasn't as much a matter of the levels being difficult as it was the game leaving me in the dark about most of how it worked, leaving me to flounder a lot. (Although I agree with @DyrusDB, wall jump does need to be more powerful.)

I'm leaving this here for players who need help: One thing that the game doesn't explain and I didn't see in the reviews, that I had to find out myself, is that if you're running, you will jump higher than if you jump from standing still. This is of the utmost importance in a few places in the map, one of them being getting back on top of the ramp at the very bottom after you've gone to the right of it to repair a sign. You won't be able to jump high enough to get over the ledge unless you use a running jump.

Overall, I wish the game had less of a difficulty spike at the beginning, and spent a bit of effort showing the player how it worked before throwing them in front of a complex challenge. The graphics are really cool, although I once again agree with @DyrusDB that there needs to be more detail to give the player an idea of how far they're going. The music is cool, albeit a little annoying when the game itself is already getting frustrating. I also have a tiny nitpick - it says "rollerblade" in the description and the sprite has roller skates, but the movement doesn't feel like skating, so maybe that detail should be taken out. This is a really cool idea, and I hope to see it given a bit more development.

Wow, this is a really cool take on the swapping areas mechanic. It provides a good blend between strategizing with your swaps to get the keys and having to react and move quickly to take out approaching enemies. The graphics and effects are cool and they make the game intuitive to play. Only thing I'd say is the music's a little bit too in your face for my tastes, but that's more personal preference and the sound design is otherwise amazing.

Man, I can never get enough of good, relaxing minimalist puzzle games like this. Very well made - the gameplay is unique, the levels are intuitive and have a nice difficulty curve, the graphics are designed well, and even the sound design is great, with subtle music and that cute little 8-bit "mraa!" when you rescue a cat. I love it and would love to see more content with this same concept, be it more levels, a sequel game, or something else.

Despite being stuck on level 16, I'm actually really enjoying this game! One thing I've noticed that I like is that up until this point, I haven't been stuck anywhere, and there have only been a couple situations I couldn't get myself out of before needing to hit the reset button. These levels have been really fun, I enjoyed bouncing around and phasing through things, and as always, the interface is pretty intuitive (with the one exception of the plus and minus signs, which I wasn't sure what they did until I used them). Nice work!

Huzzah, another excellent Bonte game! This one was easier than the others, or maybe I've just gotten better, but I still had a good time playing it and enjoyed learning the logic behind each level. The music is cool, the minimalist aesthetic is still slick, and I love the new kinds of puzzles that were introduced in the game! Really nice job!

I really love the concept behind this game, and the minimalist graphics work well to show how the gravity works. I would have to agree with @FuturecopLGF that Level 6 is a bit of a difficulty spike for how early on it is in the game. I'd love to keep playing, though, once I get past that level :)

Also, the medals don't seem to be working for me? I don't know if this is a problem with the game or with my browser and Newgrounds not working together. I turned off ad block and everything. Help?

Edit: Medal showed up extremely late. Must be a problem with Newgrounds rather than the game.

Rob1221 responds:

I don't know what causes medal unlocks to fail for some players.

It's really hard to grapple diagonally. That's the only problem I have with this. This is a combination of the game sometimes not recognizing that I'm pressing the keys to point diagonally (I think) and definitely sometimes not recognizing that I just hit the space bar. Unfortunate considering just how much diagonal grappling I have to do in the game. Maybe my computer's just slow - in that case, it's a performance issue, I'd suppose.

Hopefully that will be a quick fix, though, because I love the concept behind this game, as well as the otherwise great execution, and I really, really want to play more and get farther through the game so that I can see it in its entire greatness!

This is by far one of the best games I've seen from @Rob1221. The concept is unique but easy to understand, and its implementation in these levels is great. The graphics and level sequence, likewise, are easy to understand. I will definitely return to this to see if I can beat it!

Wow, I'm playing this while the music from "Chessformer" is coming from another tab. Is this what the kids call vibing?

Jokes aside, this is a fun little gadget with a cool concept. I've seen "shaky line" type animations in a lot of games with hand-drawn art styles, and this makes me think of those. It was fun to recreate that kind of effect with this! Just curious, how did you program it?

nokoi responds:

i made it in unity, it stores the lines initial position then gives it a random x and y value ranging from either x minus shake offset to x plus shake offset and the same for y every frame

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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Cass (or Theta) @Thetageist

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Joined on 8/11/18

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