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Thetageist

254 Game Reviews

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This is too tough for me (or at least I'll have to come back), but I looooooove the concept and the mechanics! I don't remember ever seeing anything like this, ever! I guess I can make this one criticism - currently, the graphics and sound seem a little bit... dated? Like it reminds me of older Coolmath stuff. I'm not 100% sure how to make them better, other than maybe start learning some music theory in your spare time so that you know how to start making less simplistic music. Overall it's pretty good, though.

I want more of this! This is a game that makes me want to go back through after I fail. I'm going to try again later. I love the art style. The sound effects are a bit odd, but I think they add to the charm. Fun music, by the way!

DrGeraud responds:

Thank you, I'm glad you enjoyed the game! I'll try to do a deluxe version one day.

This game looks awesome! It took me a bit to figure out the controls, but otherwise it's been a cool experience. The only issue I've seen otherwise is that somehow I don't earn the medals when I complete the levels. Great game!

Oh hey, you're that developer I've seen on the App Store! Great work! I got stumped late into the game, but I just love this game so much! It starts out with a simple concept and creates endless variations on it, which is awesome. I love the graphics as well, they're very clean and look professional. The music doesn't distract from the experience, and in fact creates a sense of calm that helps the player persevere. Great job!

Hey there! I like how excited you are to work on your game! However, before you start back working on that multiplayer mode, I have a few simple suggestions to help make the game better in general and get people more excited about what you're doing with it.

First, I know it's easy to overlook this when you're testing your own game, but currently, there is no way to respawn after you've fallen through the world! You should think about whether you want the player to respawn automatically, or whether you want to have them press R to respawn.

Second, I think people would really like your game if you tweaked the graphics a little bit. Currently they look very basic, and I apologize if this sounds insulting, but they remind me of my days on scratch.mit.edu. If you can't download free assets made for game developers or remake them yourself, why not reach out to an artist on Newgrounds who might be able to help you?

And third, I would like you to take a bit of time to figure out what the objective of your game should be. I see in another review that the first level can't be completed, and I wonder if the problem is that you haven't come up with a thing the player must do to complete it. (If you have, I'm sorry for the assumption.) I know that as a developer, it's fun enough to just jump around and you easily think of it as a game in that aspect, but players, who don't have that love and connection to your game that you do, need to have something to make them want to interact with the world you've built. It doesn't even have to be going through multiple levels - you could instead have coins to collect that award the player points. This type of point-based format would translate very well to a multiplayer version!

I hope you found my advice useful and not insulting. Don't give up on this. It's got a lot of potential to become something really interesting. :)

KamiTami responds:

ty for your review , yeah im trying to setup the multiplayer version to work fine then i will start dev my game with things like equiping weapons and etc.

I absolutely love the concept of this game. However, the difficulty curve wasn't really for me. In the case that it wasn't intended to be so hard from the get go, my one advice is slow down the enemies, or at least make them slower in the beginning. (Maybe even have multiple enemy types with different speeds.) Currently, the speed of the enemies makes it rather hard to get at a safe distance from them, which means I die a lot. I end up having to have a large number of ghosts fighting with me before I can start progressing solidly, and then there's hardly room for more mistakes before the curse takes my soul. Overall, I'd definitely recommend this to someone who likes to play harder games.

SuraimuStudios responds:

Thanks for the great feedback! Also a tip, It's more efficient to go "through" the enemies and bait the attack, which will stop them for a moment.

I love the amount of thought and dedication you're putting into this game - it really could be something amazing in the future! A few notes i have. 1- Movement to the left and right makes the camera jerk a bit. 2. I like the thought you're putting into the art, but it seems like I'm not getting to appreciate most of it because of the darkness. I love the smoothness of the walking animations, but I really couldn't tell that there were any at first because of the black stick arms and legs up against the dark background. The strange figures dangling from the ceilings, because they're completely black, look more like thick ropes or vines to me. You'd have to make it a little bit easier to tell what they are for them to be truly creepy. 3 - Maybe I'm just bad at platforming, but it seems like the player's a bit too big and slow to maneuver very well. Just my thoughts. I really hope you keep up with this game, you've got a great idea behind it!

Edit: Finally found the actual strange figures that weren't ropes. Definitely a bit creepier, but I think my comment about contrast still stands, and with the ropes as well. The ropes especially should have some color to them, so that the player knows they're not just decorative.

nulledwine responds:

Thank you for your honest feedback,
Thanks for telling me about the camera jerking, I'll try to fix that with more contrast and lights, and up the intensity on the player's light so the animations are more visible.
I figured that as well for number 3. I'll attempt to speed him up.
Thanks again!

Building on what scpgames said, I've got some specific feedback that might help you improve on this game and make it into more of what you're aiming for. For one thing, I think it'd be much better if you had a consistent style of graphics - rather than a combination of flat shapes and things that were obviously pulled off the internet/made in Flame Painter(?), you could use free assets made for game developers, or draw some yourself, or enlist the help of an artist to make your graphics for you. Second, I think the down to move boxes control is a bit strange - I can see why you included it, but I think most players will be able to maneuver better with boxes that move when they push them, as that's what most games do, and therefore people will be used to doing that. I don't see any problem with how the player moves. You've got a really great concept, and I dearly hope you'll keep working on this to make it better. It has the potential to even be a featured game if you do! :D

LucidNightmare responds:

Thank you for this detailed feedback !
This is actually an old project I finished five years ago.

I will definitely restart working on this game, with some help for graphism and animations. I agree with you about the boxes, this is one of the first things that will be fixed :)

I absolutely love this game. It was perfect - hilarious, action-packed, challenging enough to keep my heart thumping but something I could handle once I got the hang of the way to play. I love the goofy commentary about kids playing online multiplayer games with the dialogue, and I also love the way the system worked. I never really used teleport, but the lightning spell and healing spell were my absolute best friends, as they could get party members out of tight spots very quickly. I love the art and music as well. Overall a wonderful game.

This has a decent amount of potential. It follows the same standard genre of keeping track of multiple things at once, which contains quite a few great games. However, this one, as it is now, does have a few things that could make it better. I suggest that maybe the game should get more complicated as time goes on - for instance, putting the block in the center and having arrows and squares come from places other than above you and to the right, or (playing on the title) having a few non-lethal, non-square shapes thrown in. The graphics in the base game look okay, and I like the effect that happens when you destroy an arrow or block, but the faces for the block look pretty sloppy, and the backgrounds and coin image kinda look like you got them from somewhere else. The sound could be made more engaging as well. I really hope that this helps you improve this game and make better games in the future. Don't give up hope. :)

VicPitic responds:

Thanks for the feedback, appreciate it :)

Pronounced Theta-geist.
I’m the ghost with the posts! I dabble in everything and give detailed reviews. ¡Hablo español también!
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Joined on 8/11/18

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