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Kwing

734 Game Reviews

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Decent. It does feel very, very annoying but after a while I understood the basic concept of the game and made it to the 12th floor. I was a bit put off by the way the guy talks to you while playing, while the timer is counting down. I didn't really grasp what you could do with the spike blocks, and the random generation felt like a bad design decision seeing as this is a puzzle game and not strictly a roguelike - I didn't feel enough motivated to collect blocks like I do with equipment in an RPG. Overall it just feels like a lot is missing, and like I missed out a lot because of how the game was designed.

Seeing all the awards this thing got I was curious to see what it was about. This is pretty good. Lots of puzzles, a few spooks. Seemed pretty obvious that there were some psychological issues going on from the time eyes started appearing in the windows. Ultimately the whole mixing thing felt annoying to me. I figured out the solvent for the crystals but didn't feel like doing it all over again for the bomb.

Pretty cool game, though it felt a little bit bare to me. Voice acting would have been nice, as well as there being more of a story after the big plot twist. I didn't really understand what the main character's motivation was after finding the empty suit. He's already infected, right? Seems like the reasonable thing to do is eat pancakes until you die.

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!

Cool idea but in the end it just boils down to luck and math. With the tiles, what you see is what you get, and because of that there's really no element of risk. Mistakes happen out of laziness, not out of poor judgment, so this is much more puzzle than roguelike. That makes this ultimately boring, as I know no matter what I do a computer program could solve this puzzle better than I could.

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. :(

Not a bad idea. You could experiment with different levels and different turrets, but something's seriously wrong here. The flashing is absolutely terrible and gave me a headache - plenty others could experience a seizure. The bullets don't vanish when you lose, making it near impossible to tell how to avoid the bullets. That, and there's really no sound, no instructions, etc...

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 :/

Very pretty and well-presented. The physics are nice and the gameplay is overall very good, as is the voice acting. At a few points it felt kind of cheesy, especially with glitches being represented by random flashing colors, but it was a nice kind of spiritual successor to Big Red Button and the first game I've seen since then that was comparable.

Two stars for the graphics and presentation. I don't understand how you're supposed to answer the questions. What the heck is the 'first digit last digit' stuff? Doesn't make sense to me and ultimately turns into more guesswork. You might as well make this a procedural animation that plays itself.

Re-watching random executions trying to guess which one is 'correct' with virtually no logic is quite irritating. I feel like I would rather be rewarded with these kill clips from completing a word search or crossword puzzle than blind guesswork. Maybe you could get in touch with a programmer and make these clips rewards for an entirely separate game, but I just don't feel as if the way they're presented is really that great.

Creative and well-animated, but ultimately this style of 'game' has been done before. Rewind a few years and you can watch B.Y.E. Rewind further you can play Kill Crazy Jay. Rewind all the way back to 2003 and there's Die In Style. Shit, that game's 12 years old and it even had voice acting.

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

Age 29, Male

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Joined on 7/24/07

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