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Kwing

174 Game Reviews w/ Response

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4 reviews are hidden due to your filters.

You offer absolutely nothing new to the portal by having made this. Everything from the gameplay to the graphics are completely devoid of content. This is thoroughly boring and uninspired.

JackAstral responds:

By content do you mean depth? Also, thanks for trying it out anyway- sorry you feel that way

I really love the music for this but is there a reason an otherwise harmless game is pushing nightmare fuel out of my speakers?

Anyway, this game isn't bad. I like that hitting knives doesn't really do anything except stop your upward momentum, which means it's really helpful to hit them if you're already on your way down. The launch pad kind of pisses me off since it's hard to predict how long it's going to be off-screen especially when paying attention to everything else. Most of all I think it's somewhat unfair because of the random falling patterns - after a dozen serious attempts I still can't beat my 2nd attempt which got me up to 500 points, and I don't think I'm getting worse at the game.

EggysGames responds:

Oh wise kwing

Good but extremely frustrating at times. As others have said it can be hard to figure out what you can click on and what you can't - a different cursor would help, and I wouldn't mind the option to go back or look at different views being highlighted rather than just clicking near the edges of the screen which left me very frustrated at times. A single word change would also have made this much easier... The 'instrument panel' you refer to is called a DASHBOARD.

Afro-Ninja responds:

Yes but it is more specifically the section that contains the gauges ;)

I just beat the game and I still have no idea what the rules are. The first 20 or so I solved simply by counting up in binary. The rest I was able to monkey with and make educated guesses. The binary system is neat, but it damages the replay value of this game tremendously.

GooDMage responds:

xD
Oh... i try to make second part more harder for you :)
Thanks!

Damn good (and hard). The physics are really well done and it's almost hypnotic to watch the whole thing unfold when the kernels pop. For what it is, it really couldn't be much better. That said, I wish I knew how many different kinds of containers there were, and maybe have a list of all of the containers I had gotten perfect on to measure my own progress beyond just a highscore.

HEAT9 responds:

I totally agree with you and stats is something I really want to add, but right now this is just the basic skeleton of the game, and I submitted it to get a feel if people have any interest in it before investing more time into it. So far I think I might do just that :) Thank you for leaving feedback so I would know what to focus on more.
FYI there is 30 pots right now and initially you are given a selection of 14. After getting a score of 10, a new harder pot is added to the selection mix and after every 5 points scored. But I will work on improving that algorithm today since new pots still have a hard time of randomly appearing (1 out of 15 chance when you reach a score of 10). I shall update the game soon and frequently.
It's sad that I cant submit an HTML5 version of the game so that Chrome users can play it, but Unity's HTML5 build is still in beta and very buggy, so no other option...

Oh great, another 15 year old learned how to code and knows how to make some profound statement about love using a puzzle platformer. Ever since Jack killed Katheryn, amateur developers have been killing the market with these self-absorbed games that were called out months ago by the Pretentious Game series.

Oh alright, I'll stop my bitching and give you an actual review. You have an interesting concept, though it's little more than a gimmick. Take the whole dual players concept, incorporate gravity, viola, game! The puzzles aren't bad. Since you can effectively fly using the shimmy method, none of the puzzles are particularly hard, and the 20 levels go by pretty fast, which is nice, as I often find myself losing patience with these types of games. A few of the more difficult levels were a pain to redo, but overall you kept things simple and didn't over-complicate anything.

The main issue here is lack of content. The levels don't need to be longer, and there don't need to be more of them, but it would have been nice to have more engaging graphics, music, or a less corny story. Hell, it's 2015. There's nothing stopping you from incorporating all kinds of crazy shit like enemies and a combat system. You could have turned this into a weird yin yang gravity-defying Castlevania for all I care, but the basic get-to-the-end thing is getting old, especially for a game that runs such a well-paved path as this.

The 'glitch' graphics, which are very reminiscent of This is Not a Game, are very distracting, however. Making them transparent would have been nice, I very nearly screwed up a jump when one spawned on top of my block.

Primajin responds:

I'm glad you liked it so much! I can't wait to see your Yin Yang/Castlevania crossover!

I guess I see what this is supposed to be but it feels more like a homepage than a submission. It's polished and smooth as hell, but it also seems antiquated to be submitting it here, especially when something like this should be available on as many devices as possible. Anyway, nice job, but it might have been more fitting to have some kind of interview or voice acting to make it more engaging.

Noisysundae responds:

I wish I can pronounce english fluently like when I write it. ;w;
This flash is also my test area for my graphic and programming skills too. That's why I decided to upload it here. I'm also planning to do flashgames in the future.

It consumes too much CPU clocks due to the layered background so I'm pretty sure handhelds can't handle this flash. But if you're talking about mac's scroll wheels, Flash CS6 on windows doesn't support it. If I want it to work, I have to do it all again with someone's mac because .fla files from windows versions can't be opened there too. Experienced that during my multimedia class. :(

This game must be broken or something. Every time I start it a white box opens up and then Flash crashes. Looks like you may have an infinite loop or some serious bottleneck issue. For a game this small, I have no idea what could be causing the bottleneck so I'm guessing it's a coding error. Obviously I can't review a game that I can't play, and you claim to have lost the FLA file, so I don't think anyone will be able to play this.

hexar responds:

The problem actually lies in the small "intro sequence" i did for the game, wich is, for some reason extremely CPU intensive, i made a fake 3D effect, which even brings my new up to date computer almost way down on its knees.. this was ofcourse supposed to be fixed before the game release... Still, it should work on most computers if you give it some time.. maybe not though, i am sorry you didn't get into the game :/

This is... Really awful. There's only two buttons, and no objective. I'd fathom to guess that if you coded the physics for this yourself, you probably would have had the gumption to put some kind of game to an engine that's already incomplete. The engine itself is not without its faults either; I noticed that smashing into a boulder frequently lead to the game jamming up for a second before sending it flying.

This actually has a bit of potential - I would have liked to see something that measured how high you could get a single boulder, or how high you could get all of them at once, how long you could keep all of them off the ground, or how high you could get the player character off the ground. These infinitely simple little gimmicks would have given at least some motivation toward playing this application. As it is, this is almost less than nothing.

FIL1994 responds:

Thank you for your comment.
I was experimenting with unity and made this game.

I wanted to see what kind of game I could make in a half hour.

I'll consider adding those "gimmicks" you mentioned to a sequel or, more likely, a revised version of this game.

I tried. I really did. Even though this game has no menu, presentation, or instructions at all, I went ahead and tried to score a single point in this damned game. Actually, that wasn't the hard part. The hard part is landing safely, which by rights should award you 10 points considering how damn hard it is. The squares you're supposed to avoid are way too slow; even with the jumping animation, it's very unlikely for you to be able to clear the square by the time you land. Worse, the squares come in groups and frequently it's IMPOSSIBLE to jump over them when they come together. On top of that, the game does not keep track of your score or really do anything other than stick you with one game over after another. The game isn't even decent enough to give you a game over screen, it just resets.

It might be your first game, but did you not even consider making it a little more balanced or skill-based?

kosiak97 responds:

An apology, I forgot to add to the description that there was a double jump. I fixed it now so maybe it will be a little bit easier. Although I did not think of adding a game over screen, but if it is that important, I'll have no problem adding it. Thanks.

Once upon a time, water taught itself how to feel pain.

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