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78 Game Reviews

12 w/ Responses

Tom Fulp you magnificent bastard.

No, I am not going to quote Patton. This is just a work of art. It's just a shame that Wiseau will claim copyright and get it forcibly removed.

Decent.

The most ridiculous part of this game is that you die from touching the fence.

Oh, and I only died twice, yet I somehow got a Game Over.

A good time-waster.

It's par for the course. Nothing special, just another matching game. But it's perfectly fine for what it is, and the monster designs are cute to look at.

One change I would like you to make would be: Switch around the menu and game music. I'd much rather hear that rock remix of The Moon while matching instead. (What's the name of the remix, by the way?)

Review.

Well it looks like the goal doesn't work, there's only one level (which you can't complete), the graphics look like placeholders, and there's no sound whatsoever. The cursor is obnoxiously big, and the entire game lags when it moves.

My only suggestion would be to start completely over, and don't submit until you've got AT LEAST 3 working, beatable levels with some legitimate obstacles.

Surprisingly enjoyable.

I was pleasantly surprised to find that, despite initial appearances, under the average graphics and music was a fun game. You can use jumps to do pretty much anything you need, from scaling seemingly insurmountable obstacles, to putting space between you and the left border, to braking right at the edge of a gap. With one button, and one control scheme, you have so much control.

That said, it still needs a lot of improvement. The biggest and most obvious thing you should change is the framerate. Anything slower than 30 fps is too choppy for a game.
The difficulty also starts as almost completely non-existent and it takes too long for the first real obstacles to present themselves.
I would also set it up so that the jump trajectory goes back and forth between the extremes (in which case it should move faster to accomodate).
Finally, try to improve on the foreground graphics and give it a style more distinct than "stickman on blocks," as that will help your game stand out.

Anyway, I hope to see more of your games.

Fun little game.

It was a good waste of 10-15 minutes, and though I probably won't play again, I was entertained for a little bit, so the game did its job.

However, I'd like to report a minor glitch that I found at the end of Level 3. Apparently, if you push a block over a gap, it doesn't fall down. Is that meant to happen?

A good game, but not my cup of tea.

You see, I have this teensy little fear of lightning, so I'm feeling constantly on edge when I play. It also doesn't help matters that the thunder is so much louder than the a capella. This issue, combined with my hatred of precision-based puzzles, makes this game undesirable to me.

That said, I'm sure anyone who doesn't have thunder-phobia and likes this genre will find this game rather enjoyable.

I AM GALACTUS, EATER OF PLANETS

Good concept, nicely executed. There's a pretty conspicuous bug, however. Nothing major, just that every time you summon or upgrade a guardian, your eating progress resets. I think you're just using one gauge to track the progress of the current action, which causes conflicts. The easiest way to fix this, I think, is to stop tracking eating progress in the Harmony Keeper object, and just give each planet object a health meter instead.

Not bad. Not bad at all.

Consider giving this game a graphical update, add more levels, and I think it could become front page material.

Your information is very, very wrong.

First, that is a terrible and inflexible template for writing stories. Not only is it the perfect way to design a flat protagonist with no personality, it assumes that the story will not take place within the timeframe of greater than a year, and is hung up on easily changeable details like clothing and employment status.

The example of story you give is also horrendous. The plot is so flimsy that it breaks instantly, with the protagonist calling 911 and ending the entire scheme instantly. At that point, the protagonist doesn't need to exist at all.

Finally, you do not teach about other important elements of the story, namely the rising action which slowly builds up to the climax, and the falling action, which quickly resolves the aftermath.

Most importantly, the CLIMAX should not come in the MIDDLE of the story. The climax is where the main conflict, which the story has built up to, must be resolved. If you resolve the climax in the middle of the story, the second half of the story is nothing but filler.

And for chrissakes, use a spellchecker.

up-a-notch responds:

sorry dude :(

Mitchell Bandes @ChaoticBrain

Age 35, Male

Nondescriptive joke place

Joined on 8/21/10

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