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Thetageist

82 Game Reviews w/ Response

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This is a nice demo and runs smoothly! However, per the NG game guidelines, you should work on making this into a finished game with set goals and obstacles (cost of towers, etc) before you post it to the Game Portal. Interested to see where this goes!

raitismilk responds:

thisthing goingto be like pvz it going to be big and more towers incuding cost

Either I'm missing something that'd allow me to circumvent traps that are too fast for me, or I the player is too slow. Everything is very fleshed out, though!

Edit: There’s a run button… I’m an idiot. Thank you, I’ll have another try now!

KageKMB responds:

Some of the later levels require you to hold the run button to avoid hazards.

Instant favorite! It's so cozy and adorable! I like that the expansive levels are balanced out with the ability to go back and find the friends you missed without having to redo the entire level.

One tiny critique: The mushrooms seemed useless for a while until I found out I could jump higher on them using the jump key. I wonder if there'd be a way to teach the player that without trial and error?

jakemacher responds:

Thank you for the great feedback.
That's a great suggestion for the mushrooms. You get so use to your own stuff that you forget others don't know all the game mechanics.

Not bad for a reaction time based game! I can tell you put a lot of effort into the art!

Maybe for a next update to it, you could do what's called telegraphing, by showing a brief animation before the vampire attacks to warn the player that she's coming. Then after that, you could possibly add more game mechanics for the player to have to balance in order to survive. I think the game "Murder" would be a great inspiration for this, as it's also based around an (almost) endless hallway and having good reaction time.

DirtGoblin responds:

Thanks -- -for my first attempt at coding, I am happy with this. I definitely come from a more art mindset. I will check out the game you mentioned.

I can tell you put a lot of effort into this game with all the art assets, but at this point I think it still needs a bit of work. The movement is incredibly slow even for the character who's supposed to have "average stats", making the platformer play sluggishly. The sound effects are also overly loud and high pitched, and there's no background music to make the game feel complete.

No need to rush with this, though, it's fine if you need to take a breather from development. Looking forward to seeing where this goes!

TheEric132 responds:

As for the slowness, have you played "Eric & Yannik"? "Eric & Yannik" played slower than Eric & Yannik X".
As for the overly loud and high pitched sound effects, I will add an option to lower the pitch of the sound effects. You can use the volume slider of your system to lower the volume of the sound effects.

Pretty good so far! I was initially surprised at how forgiving the respawn system was, but then I got into the later levels and realized I needed that bit of progress between deaths.

I found a way to cheese the second boss, though. Because it doesn't return to its original position when I die, I was able to lure it over to just below the left ledge of the map and drop potions on it until it died.

Wish I could keep my progress, I accidentally closed my tab ;_;

ErikSwahn responds:

Ah I remember cheesing the boss myself when playtesting but forgot about it! The game is not supposed to be super long so a save was never added. Many thanks for playing though!

Cool test, though I wish there was more structure to the game (via more stuff as the game goes on, perhaps?), as well as user interface stuff, like better graphics for the buttons and fonts for the text.

13x responds:

Thanks for playing. It's only an hour and I can't do everything in it

This really reminds me of a game I used to play, called Osmos. It has the same relaxing feel. I appreciate that I can still control my player and play around after I've beaten the levels.

My main complaints so far are the mouse control (could it also be done with a keyboard control?) and the music not always looping perfectly. Would love to see more updates come with more levels!

Porkotyler responds:

Thanks for the kind comments and feedback!

Hi, I hope this review doesn't come across as harsh, I'd just like to give you some ideas for how to polish your game before releasing it again. Currently, there's no objective (such as points), and the user interface consists of just a yellow square. It might be good to either auto-respawn the player or have a large respawn button appear when the player dies. I also think that a points counter would give a reason to keep playing the game.

There are also some quality of life additions that could be made, such as a title screen and music. Hopefully this gives you ideas for how you can take your project further!

NaQuackes responds:

Thanks! I'll keep this is mind next time I make a game or update this one :)

I like what there is so far, but I feel like the wall-jump controls are kinda clunky, I'm struggling to get onto the next wall quickly and I would get stuck on the wall that has a gap in it. I'd also appreciate the game window just being smaller and not having to resize my browser.

Maybe you could find a good pixel font for the instructions, and have the game music not restart when I die? It's these little things that can really make the aesthetic of the game feel complete.

Frisk12 responds:

Thank you for your review, I will try to fix these soon, also for the resize I thought all browser games are like that becuse in my childhood I remember resizing my browser every time I wanted to play a browser game lol. Btw what level did you get to?

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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