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Recent Movie Reviews

52 Movie Reviews

Despite the monologue not being groundbreakingly new, I very much enjoyed it; that vampire has a way of words (and the voice performance was both fitting for a vampire and well performed, you little shit). The face of the vampire and his posture were perfect and the generic looking knight at the beginning was great for absorbing that monologue. The music and sound were good as well. Though my favorite part by far was the bingo card. I got multiple laughs from reading it (despite not knowing all the references or understanding all of it).

Overall, a great animation. I hope to see more from you, you little shit.

Amazing that the guy both flosses and brushes incorrectly.

The animation made me visually cringe in fear and disgust, which is saying something (I thought I'd been thoroughly desensitized to horrifying stimulus, save for jump scares). The art style rides the line between cartoonish and realism, which is perfect for this type of animation. Sound effects were fitting and poignant (I'd actually be interested to know where you found them or how you made them).

As for what actually happened, I knew something horrifying was going to happen, but I was not expecting that, so your surprise was well done (and the undulating was unsettling). Also, nice mask at the beginning.

I wish I could say more, but I'd just be rambling at that point. Very good job!

I can tell you've still got that touch when, after having been away from your content for a while, I finish the video and think "what the fudge did I just watch?"

The cat girl threw me though. Since when did anime characters exist in the Sexual Universe? Is she single?

I guess the only suggestion would've been to make the email part a tad longer. Nyan

Recent Game Reviews

444 Game Reviews

There's a lot I enjoy about the game, but I feel like it has issues that are holding it back:
- Why can't you pause the game when you're in a fight? Sometimes, I want to restart right away and this means I either need to beat the enemies in the room or just let them kill me, both of which waste time.
- There's no option to replay the tutorial, no way to replay the opening cutscene, and no way to skip the opening cutscene.
- You can't cycle through NPC text fast. It makes you wait before initiating another dialogue box.
- A lot of things in the game go unexplained with only vague descriptions (if any) and must be learned, like $(gun); I thought this meant I could pay money for a gun. It actually meant they'd take my gun for money. While this can be fun to some extent, it should be cleared up soon in the game. I ended up buying something at a shop that had no directions and it ended up being a book or a tank of gas (the latter of which has no immediate use and the former of which I was unimpressed by).
- The control layout for the melee attack is awkward. While I know you said that you couldn't map it to the mouse easily due to limitations of the program you used to develop the game (and that the right mouse button would be used for something else), it really is something that is killing the experience a bit for me because the melee attack is actually pretty important, with it doing so much damage and having the ability to knock enemies back and in some cases cancel out their attacks. I would literally need to undo years of conditioning from other games and change the way I position my hand on the keyboard to make it work. The melee attack is already difficult to utilize effectively because it locks you into it when you use it and touching enemies hurts you, which means you need to position yourself just right, so it doesn't couple well when I imagine most people like me having to take their finger away from a movement key to use it. For now, I've reassigned the button to the crouch button since I never use it so maybe that will help.
- I appreciate a game that is difficult and rewards you for accomplishments (though the game doesn't do a lot of the latter). I really did like the game giving me a bonus for beating the first boss without taking damage. Still, I can't imagine beating the second boss without a number of powerups and the golden revolver. Maybe if I had more practice with them, it would be doable (for instance I just realized I could keep pushing the melee guy back by repeated, well-timed melee attacks), but that would involve making it to them multiple times, meaning I need to fight through the first and second floors just to reach them. In a game where no upgrades are permanent and there's no health given for the next level, both skill and pattern memorization is a must. It kind of feels like the gameplay time is being artificially stretched out due to this. Sometimes, it feels like I should just restart the game if I take too much damage because if your health is too low or you still haven't gotten enough upgrades or good weapons, it seems like you'll just end up dying later anyway.
- I honestly feel like about half the shops are useless, specifically the slot machine (why does it take health instead of money?), mafia person, and person who takes health for health. Saying there's more risk than reward would be an understatement. They can negatively affect the rest of your run if it doesn't pay off and depending on whether or not you can make up for what you lost.
- What purpose does the crouch mechanic serve?
- What's the point of having some guns that launch you upward?
- When I turned off sound and music, some sounds still play, like when moving over dialogue boxes (mafia person) and when the meters number decreases when entering an area.

Still, the game has many great qualities:
- You do describe the game as "tough-as-nails" so you did give fair warning. And the game is very addictive.
- The graphics are charming and music is actiony and fun.
- Most of the NPC are well designed, but are kinda boring to me since their personalities don't really shine through, except for jacket giving girl. I was actually curious what would happen between the main character and her.
- It took me a while to realize you could actually go back to previous rooms, allowing you to revisit shops. You even made it so health drops don't disappear so you can go back and get them later if you wanted to.
- The enemies and NPCs are well designed and each have their own attack patterns (Mind you, I've only reached the 3rd floor once).
- I really feel like some interesting stuff will be coming up in the game, both storywise and fight wise, though I don't know if I'm skilled enough to reach it.
- Combat feels rather smooth.
- I like that you put in a mechanic that brings all the coins to you after beating all the enemies in the room. It saves time and prevents you from missing them.

Let me be clear; I'm not asking you to nerf the game. I hate it when developers do this because some people say it's too difficult. I just wanted to offer my opinion on the matter. I also want to make it clear that despite my criticisms, I'm intrigued by the game. I used to comment a lot on games years ago and now I only typically comment on games that I find both impressive and that have issues because I want to see both the game and developers truly shine.

I wish you luck in your future endeavors.

It's definitely scary in a number of different ways, brilliantly utilizing both visuals, sound, and a bit of storytelling. The artwork is good and the game mechanics are well implemented and designed. It is short, but I'd prefer a short good experience rather than a long average one.

SPOILERS AHEAD
My issue is that the game is not just easy; it appears impossible to lose (I know because I've tried). The closest you can come to losing is on the last level and, even then, you have to make a conscious effort to stare at the ghosts as well as closing your eyes to keep the fear meter from draining when ghosts aren't around. Plus, on each level, scary stuff will just stop happening after about a minute or so. I'm guessing it was developed as a no lose scenario so people wouldn't replay the game and see the same scares in the same place (I'm guessing it was also designed to be easy so that a player trying to complete the level would complete it at around the time that scary events stopped happening). If you ever decide to expand on this, a few suggestions:
- Have the fear meter go up when the player character is uncertain of what's going on in the room, with it rising in response to how uncertain you are.
- Utilize a bit more sound effects. Sound effects can be reused more than artwork without it seeming forced or out of place, especially in a horror game.
- In the last level, you have a laughing face appear when the player closes their eyes. While this is good (and could increase the fear meter as well), I'd also suggest strange visual effects at times when the eyes are closed, such as seeing veins, a dim light, a few shapes well placed to look like a face. Basically things to always keep it interesting and keep the player on their toes, thinking "it's safer when I close my eyes, but maybe it's not always completely safe...". I'd also like to note I like the fact that you have an almost static effect when the eyes are closed and I like it.
- Perhaps have more visuals in the room move from one place to another when the eyes are closed, like a picture frame moved on a wall or the tv is on the floor now. When this happens, the fear meter can go up and the player has to be aware of what's going on.
- You can also add "check under the covers" with the down button, maybe add an indicator of sensation of something touching the player character.

Well done and I wish you luck in your future projects.

The game was short yet I enjoyed the first person action. However, I feel like there are a few problems and missed opportunities:
- On the last and second to last (mostly the last) level, sometimes enemies that come out of the doors start spinning in circles and basically don't really attack.
- The idea of running around and scarfing down hotdogs while fighting off enemies is appealing. However, it doesn't really work out that way because in order to pick up a hotdog, you need to drop one of your weapons (if you're holding two) and, when you're in a rush, you can end up picking back up the weapon you dropped or an enemy could end up picking up your weapon in the mean time. It probably would have been better if you couldn't store them and could simply pick up a hotdog and eat it while still holding your weapon (with a few seconds of vulnerability between eating it and getting the effect to build tension). That way, when the effect runs out or your health is low, you could swing by the hotdog stand for another.
- Trying to pick up weapons in this game is a pain for a multitude of reasons. You need to be looking at it in order to pick it up, which means you're looking away from the action. Plus, you could end up picking up a gun you already used up (maybe it'd been better if those guns just disappeared after throwing them). Also, when the enemies are piled up, their weapons are as well, making it even more difficult to pick up a specific weapon during a fight.
- I'd have liked it if I could throw the weapon immediately after it runs out of ammo instead of waiting a moment for the character to realize that the gun is out of ammo. It would lend itself to much more fast paced action (it'd also seem fair considering the enemy never runs out of ammo and would keep shooting you while you realize you're out).
- The dive mechanic, while interesting, doesn't really help much. Since it launches you forward haphazardly, you could end up launching yourself passed enemies, putting your back to them and leaving you vulnerable. As a platforming ability, I could only think of one segment of the game where it was useful to jump across a gap, but there was no point to it (except maybe to sneak up on the first enemies of the level perhaps). Plus, it feels clunky to pull off in general, which makes it even more awkward to pull off in combat. While you are invulnerable while using it, it also uses up tac and you can't effectively attack someone while using it due to how fast you'll be moving. It'd been cool if you could dive into enemies to knock them down.
- Speaking of the diving mechanic, as well as the vents, it'd been interesting to see them more integrated into the gameplay, like maybe a level where you sneak up behind people using a vent to kill them (there was one level where you could use a vent, but it just dropped you in front of the enemies I think) or using the dive to jump across a gap to sneak up on enemies (though I think with the level I mentioned before, that was the intent, correct?).
- The aim in the game seems off for some reason though I don't know why. I could have my gun pointed straight at a stationary enemy and somehow miss while other times, it seems to work great. Sometimes, I found using the gun sight didn't actually help much.
- It's pretty easy for enemies to sneak up on you with the player only realizing this once their attacked or dead (I know it's the nature of 3D games and the game being 3D also contributes to a few of the problems I already mentioned). Part of this is due to the fact that enemies make no noise when moving. The only indication that more enemies are coming is the opening and closing doors, which is greatly appreciated. It'd be cool if there was a peripheral vision feature where if an enemy is on your right or left, there's a red glow on the right or left (the closer they are, the brighter it gets).
- I kind of wish there was a way to restart the entire game from the menu instead of refreshing the page, but this is just a small detail.

Overall, it was an interesting play. Often times I've played 2D games and wondered "how would this handle as a fps?" It's cool to see what it would look like and you did it. I wish you luck on your future projects.

frdy responds:

Best review I've gotten.
- diving can be done in any direction, and you can still control your movement in midair. Shooting enemies will diving is hard, but a very good strategy if you can pull it off.
The level design absolutely should have had diving in mind, and a lot of them are nothing but enclosed halls.
I may have messed up somewhere, but you are supposed to be able to pick up nearby weapons regardless of where you aim, and aiming directly at weapons was supposed to give it higher priority.
Enemy indicatiors absolutely should have been put in.
Bullets originate from gun muzzles, and aiming was not originally going to be put in the game. That leads to the case where aiming does little more than give you more consistent hits at close range. It was an interesting idea that didn't really pan out.
I.... changed the x button from immediately letting you throw into instantly dropping it at the last minute. That was because I got a complaint about not being able to skip the throwing animation.
Being able to instantly eat hotdogs is a great idea I never considered. I'm wondering how one could control saving it in your inventory vs using it instantly

Recent Audio Reviews

4 Audio Reviews

This is probably one of the only songs I ever unironically head banged too. Great work on this and thank you for sharing!

LuckyDee responds:

Thanks for the response man, greatly appreciated

I'm no expert, but I'd say that's pretty good harmonica playing. Are you experienced in music at all? (you seem to have a good handle on rhythm and your ability to hold one note and play another exceeds my use of the harmonica. I almost thought I was listening to an accordion). :)

WooleyWorld responds:

Oh well I recorded one harmonica then went back to record over it.. so it's not as skilled as it sounds. :3
But yeah I play harmonica, electric/acoustic/bass guitar, and violin. I just fiddle around, I don't take lessons. And yeah it does sound like an accordion when you don't bend the notes all bluesy. ^_^

If I make a game one of these days, I am definitely including your song. This is a cool song.

Recent Art Reviews

247 Art Reviews

Wow! The Wendy's girl looks different from what I remember :)

Very good drawing! It has a dream or vision like quality to it (possibly from the large amount of white) that enhances the beauty of the artwork and girl.

Wow, this is pretty imaginative. I like the feel of the artwork in the foreground; it gives you a feeling of adventure and happiness. You can also make out plenty of detail in the background, but it feels like the background kind of drags the rest of the painting down when you compare the detail of the foreground to the background (especially the land mass that the city sits on; it just looks like a bunch of brush strokes). I also like the pinkish/purple coloring. It makes the artwork stand out more than just black and white.

You look forward to seeing more from you. Good luck!

I like the colorfulness of the drawing and I also like how well you captured each of their appearances in your own way. My only complaint with the drawing would be Sayori, as her hair looks too puffy here, where as her hair is more flat in the game. Also, you made her hair brown, where as it should be something along the lines of pinkish brown.

Regardless, I still like the drawing and look forward to seeing more from you.

kurumilover responds:

Thanks so much for the feedback!

I am a voice actor, singer, writer, beta tester, and video maker. If you would like my help with anything from games to animations to almost anything really, let me know.

Age 24, Male

writer

Joined on 12/30/12

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