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AequitasVeritas333

64 Game Reviews

26 w/ Responses

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Interesting idea, using ASCII art, but with no key map or any idea what is going on, I couldn't keep playing.

I really like the idea, and the animation and music has a nice retro feel. A couple things I'd fix would be the cursor disappearing on some menus, as well as controls in the beginning. This pains me to say, and will make other people here who grew up with NES and SNES roll their eyes so hard that their retinas will detach, but I think a little mini tutorial stage for control familiarization. I find it interesting you mapped the up arrow as door entry etc. and the c button as jump. It makes me feel as if it IS mean to be played on an NES controller, however, it is a little crowded on they keyboard, and a little counter-intuitive. My last idea for you would be to make pitfalls a little more marked or obvious. Right as soon as you enter that first building, it is hard to tell where you can fall and die, and it was only after I did that I figured it out. Anyways, good game! I dig the retro feel, and keep improving!

boredmob responds:

Hey thanks very much for the constructive feedback.

I think you put a lot more time into the art than you did into the game play. As soon as you spawn and drop in, your character auto runs. I'd like to see this fixed. as well as an attack that doesn't make you charge, although the charge attack may be because you are auto-running in the first place. I'd also like to see features in this game. This game is very one dimensional. whack some goblins on three platforms for points and that is it. Work on this game, and give it some features that sets it apart and keeps the player playing longer and working towards something! Good luck, and I hope to see this game revamped at a later date

I'd like to play this game and have even the slightest idea what is going on, but I am playing on a mac with a trackpad. How about mapping the flashlight key to something fa

GhostwareStudios responds:

support us in greenlight

This is a pretty repetitive game. I like the idea and graphics, but I think you could benefit from adding more features to keep peoples' attention for longer. Also, one of he biggest things. PUT THE INSTRUCTIONS INTO THE GAME ITSELF! It is very annoying try to figure out a game, especially a game requiring finesse like this, and then having to scroll down just to see how to play, instead of just adding a quick menu screen, with a controls map, and the goal of the game. Think of how many people will blam your game if they just smash the first bottle over an over, loe, let it go by, lose, and then just rate a 0, instead of knowing the basics of the game. Good luck on future versions if you want to keep developing this. I think you could turn this into something pretty cool.

This is a very neat idea for a kids game, and I think there is a lot you can do to improve this. First off, on the menu screen, the credits are partially cut off. Below has the full "Designed by Martin Mcclean", however, on the part that I assume is supposed to say "A Scrappy Production", it is cut off to "A Scrappy Produ". At the start of the game as well, the short hand "Arrow keys to r" and "Spacebar to J" seems like it could just be fully written out as "Arrow Keys to run" and "Spacebar to jump". Being a kids game, that would be easier for them.

Also, a few pieces of feedback on the game mechanics. When you are running up an incline, your oriole clips against the incline. It would probably be a good idea to fix this so you can run up the incline, or since it is a children's game, maybe make little steps instead of a hillside so they can jump up each step, which may be more fun.

I also notice the water element. It seems to do nothing besides act as a cool graphic. Maybe you could add an oxygen meter so that your oriole can only stay under for a certain amount of time, or perhaps a double-jump type feature to act as swimming.

As far as the maze goes, you can't tell what the net guys are at first, so it is an instant death if you maybe think it is an item to pick up. Once you find out he is a trap, the only dead ends in the very small maze are blocked by now very obvious traps, making escaping the maze far too easy even for a kid.

That's my feedback for ya, and I think the animations will appeal to kids, and I think this game has some great potential! Keep at it!

UniqueName responds:

Hey thanx for the review.
I had alot of little problems publishing this minigame, and i have no idea why the all the text boxes are cropped like that. (if anyone knows plz tell me, so i can fix this annoying problem.)

Anyway thanx for all the pointers, and watch out for chapter 2

Loving the nostalgia here. Seeing as it is a remake, I don't think I can offer any feedback. I think the only thing I *might* find would be a bug or something. Good job, msn!

This game had a lot of potential, but I felt like I worked towards nothing. I thought the hero getting up would lead to something cool. I'd like to see upgrades, something to do after the hero gets up. I'd also like to see maybe some mini games or something? This game is pretty one dimensional in it's current state, but take the constructive feedback in the reviews, (ignore the jerks who just tell you the game sucks, but don't offer any ideas or anything to help you improve this game. Also, this one is harder, but some comments are ass kissing compliments. It feels good to have someone really into your game, but those people kind of lull you into complacency, as if your game is perfect as it is, and doesn't med any improvement. Sorry for the wall of text, but something about this game really got to me. It is neat but has soooooo much potential. good luck!

Neat little game! An interesting take on a classic style racing game. The main comment I have for this is something you can figure out quickly and almost right at the beginning of the game. I tried to end the day, and I skipped through 5 or 6 days before I realized the day number was increasing. I think it would be cool to have a short animation to let you know the day advanced, such as the screen fading to black and fading back in with birds chirping, or maybe a clock ticking by in fast motion? I feel like that would add to the game, even though it is a pretty simple feature. Anyways, neat game!

It's a neat game that tests your knowledge of multiplication tables, however, I don't understand the claim about real history? Maybe add a history of the tables in between levels? It does get a little bit tiresome quickly, as you aren't really working towards anything. Just a high score, and if you know your multiplication tables, this game could be infinite. Try expanding on it!

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