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i enjoyed it, the putting pieces into a central jigsaw puzzle thing to get the key was clear and nice, but you shouldn't say that your own games are "great", though. that doesn't convince anyone, it just makes you look arrogant. (now i look arrogant by saying that, but whatever, my games are dumb and that's pretty much it)

really good everything stuff

PuffballsUnited responds:

hah thanks!

I like the puzzles and it feels like there's some depth to it, but i feel like the tutorial text is unecessary besides saying to use the mouse to move, it kind of insults the player's ability to play around and figure stuff out, and it adds a sort of grating noise both visually and in the mental space. it also felt somewhat cheap to be able to get all 3 stars very easily for at least the first 9 levels.

suntemple responds:

Thanks for the review! I tried to make the game more understandable to broader audience with the tutorial texts. I got it published on iOS/Android too - many casual players there.

the art and the UI is nice, i feel like there could be more of a system, or random surprises, but yeah, this is an old thing, so i'm sure you may have moved on a bit with that stuff

this is a VERY interesting idea, not much to it, but there doesn't really need to be for what it is. I would personally add a mode where it didn't flash, though i'm assuming you might have tried that and found it was too difficult, but i feel like the flashing made it feel a bit too easy and separates the player from the illusion, and not having any flashing would make the player have to sort out this illusion more intensely, and it would get deeper into the player's head.

i feel like the endings for the other ones fit better somehow, but maybe i'm wrong, really liked it anyways

really compact and nothing unnecessary

it is some nice animations and color, using the light to show the end of the platform is nice, and the shoulder bouncing also makes it feel good to run, but yeah, just a title screen

you obviously put a lot of effort into the visual aesthetic, the backgrounds and flame effect and stuff is nice, but it runs way too slowly for me to be playable, though i am using an old-ish computer. also, having the mouse button be the jump key is very unintuitive and feels weird, so i couldn't make the first jump, though that's also maybe because of how slow the computer is Also, you could probably cut some stuff out of the intro cutscene. i might try it on a better computer, maybe i'll enjoy it then,
it looks great, but i can't enjoy it partly because of my computer

ColludiumLtd responds:

Thanks for trying it! The blending effects are quite demanding and older GPUs don't have the bandwidth - that's probably why it plays slowly (the CPU load shouldn't be high for the game logic).

I think the game plays best with an XBox360 controller - the reason for using the mouse is because I needed a way of allowing you to control the gun... but I hear what you say about it being unintuitive initially. I hope you get to play it again!

The particle trail looks nice, but it sometimes makes it unclear where the collision is. The main thing that you should change is instead of having r to restart, make it so that it restarts automatically so then there's no dead time when people are just waiting around or reaching to press the button, then there's a tighter gameplay loop. also it would be more fun if the player moved faster
i got stuck on the level where there's the part with spikes above and below before you get to the exit

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