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This is pretty good for a game made in Stencyl. I've seen a lot of other games made in Stencyl that put the product to shame. Very good job on this.

I haven't found any game breaking bugs, but the medals are no longer working. I've unlocked the ship and reached the blue tiles with the fish and I haven't gotten the medals.

The game itself isn't extremely new (though the different characteristics for each character was a very nice touch. It adds more variety to the game). I hope to see more from you in the future. Good luck!

Galdon responds:

Unfortunately, I am not sure why it did not award you the medals. I'll try tinkering with it to see if I can get it to award them more reliably.

This game is definitely interesting. Are you keeping track of the results of each round through some in-game mechanic or is the social experiment primarily to reveal inner working thoughts to the players playing the game? In my case, I usually voted in the following way.
- whoever took the donut
- the first person on the list
- big medal earners
- If there was a player I was friends with, I would spare them until the end (since only occurred with one player).

It also seemed the more I talked at the beginning, the more times I was kicked out in the first round.

The walking sound glitch is gone, but I found another. If you walk against a wall long enough, it will temporarily (sometimes permanently in one game) mess with the moving function. I managed to glitches off the screen. I was able to move around the island (literally) and you could see my name at the bottom, but I couldn't come back into view. I managed to do it once by accident (someone else did it in the same game) and I did it again by walking diagonally against the corner in the down-right side of the map (it isn't a big deal since this is just an experiment though).

I'd love you to do more with the puppy island idea. Make another whole game around it where the island is huge and maybe where the players need to work together to make something in a certain amount of time. Or it could just be a one player adventure game.

Still, although this is interesting, it suffers from similar flaw like many other multiplayer games on newgrounds: it requires people. Within a week, there may not be enough people to play a round and when that happens, people will have to open up multiple windows, which no longer makes this game an experiment.

I applaud you on the game. I do like it and I hope to see even more from you.

Snakebee responds:

Thanks for taking the time to write this thorough review!

Yes to both of your initial questions, and I do have certain events tracked. I hypothesized about what would make players vote against each other and the results have been both expected and unexpected. I'm not too worried about the longevity since I planned on this being a short term thing from the start anyways. This project was a break from a bigger game I am working on, but I'll probably come back to expand on some ideas from this game at some point thanks to the encouragement I've received.

I have never played Fruit Ninja, but I know what the game is and this works similarly. Still, the game has many problems, both in performance and in entertainment.

Mechanic problems:
- As you stated in the comments, the hit boxes do not respond very well. Since the game is based primarily on the mechanic of slicing the fuzzy things (hitting the hit boxes), this problem interferes with and hinders the gameplay and annoys the player so this takes away from the fun that can be had playing it.
- The medals do not work for me and it would seem the last time they were working was 3 hours ago (according to the medal details).
- The achievement page has no description so I can only guess what each of the achievements are for.

Game entertainment flaws:
- I believe Fruit Ninja offered a combo bonus for taking out multiple fruits at once, but there are no bonuses in this one, just slicing (except for the killing the black fuzzy with a skill).
- There is no time limit or any limit whatsoever on the player. The fuzzes just keep popping up until the player kills enough to reach the next level. There's no challenge in this. If there was a timer or the player could only miss a certain amount then it would be different, but as it is now, anyone can advance to the last level given enough time.
- I do not understand why there should be a score chart if my score gets reset after each level. Is there an achievement I would get if I reach a certain score?

The music, however, was good and I can see why someone would play a game like this (a slicing game). This may just be my opinion, but the game seems kind of boring and repetitive and I don't want to gain a skill just to have to buy it again. I will commend you on the slicing animation for the fuzzes however. I hope you improve on the game and I hope you will continue to make game (please do not let my comment discourage you). Good luck.

REDF00Q responds:

Thanks for the comment! its helpfull! it helps me understand the problems where i have to work! and yours tells me almost all ! it was a timelimit! in my first test! i wondered about it if to put it again or not! but syncronizing it to be able for gaining each level it`s a bitch cause sometimes you dont get enough fuzzys! but that will change! in future update! as the coliding boxes! etc!

There are definitely problems with this game, but it isn't unbeatable.
- The guns only do damage to enemies nearby (which would go against the point of having a gun since it's suppose to be ranged weaponry). Guns is no different than fists in this game.
- the guns can also attack those behind you, even if your not facing in their direction.
- If you jump above the Uber kids, they will continually hit and juggle you until you get to one of the higher platforms
- If an Uber kid is above you on a higher platform, they will sometimes start punching.

And to address some of the other things people brought up
- It is true; you are not offered a lot of money for each kill at the beginning. Upgrade "cashing amount" to get more.
- In different games, Pico has been shown to be taller sometimes.
- If you alternate between attacking and blocking, the enemies can't hurt you.

And as for the game itself, it is simple and is a little bit of fun, but the problems and game limitations (one screen and no variation of enemies) does not help. There should also be better descriptions in the upgrade menu; one of the upgrades said "enemy attack strength". Some people might think if they spend money on that one, they are upgrading the enemy strength instead of decreasing it. The music is good. However, once you get all the upgrades and reach Wave 10, there really isn't anything else to do other than to keep fighting the same enemies over and over again with only their numbers increasing or quit. Still, this is better than any game I could make by myself. Good job and I hope to see improvement in your new games.

IndigenousDigitalist responds:

Thanks, I made this game awhile ago, it's nice to see that people still care about it. Since I made it awhile ago, a lot of those errors you pointed out were simply because I was inexperienced and didn't know enough about programming to make a better game, but I'm glad that you enjoyed it!

I think everyone is being too hard on this game. The music sounds fine to me and fitting to the game, although a mute button is always appreciated. The physics, although not the best I've experienced in a game, are okay and work just like in many other types of games like this. The game is pretty easy. The only real trouble I had came from the last level, where I failed many times to get over a specific gap. The terrain could have been made better and the background could have been switched out in different levels (every level looks the same). The controls are also not explained to people who have never played this type of game. All in all, it is an okay game, but the artwork and over-all challenge of the level needs work.

As it is, the game is only decent. The game could've been a really good Christmas type "The Classroom" game, but it was very limited and frustrating for a few reason.
- The run function is almost useless except for avoiding lights on the carpet.
- Sometimes once your meter rises due to mistakes on the platers part, there is no way to complete the level. A restart button would be nice.
- The "quit" button does not work. It only opens up a webpage to armorgames
- You never know how close to the lights you can get without increasing your detection bar
- It was very easy to get stuck around corners.
- More extensive areas would also have been better to add more variety.
- Security cameras would have been cool as well as guard dogs for Santa to dodge.
- Music would've helped enhance the gaming experience more.

The whole experience just ends up being frustrating to me, but I love the concept (as do many others) and I hope you come back to this in the future.

I can definitely see why it gets difficult with each level. You should probably put in there in the opening that you can click on the red bar instead of the person (I was about to complain about the fact that when there are a lot of people, you can't always click on them until I read the description). I like the "prize" at the end (I manage to reach the end through a trick). Still, I like the concept and even though it was simple and kind of a joke, it is better than anything I could make. Good work.

I'd have to disagree with the previous two comments on the checkpoint system. It was put in place to help players get through the level. If you really want all the coins, you'll have to beat the level without dying (you can always restart as well). The creator shouldn't make the game too easy, especially when medals are being offered. Very good game as well.

Man, I wasn't expecting this! Still cool though. Thanks for the medals and may the duck be with you.

DeSaGames responds:

The duck is always with everyone buddy, don't you ever forget that.

It took me a little while to figure out how to play the game. Although you provided instructions, the yellow/orange bar was not explained. It would be extremely helpful to see an example of a level being completed so the player know what the bar is used for.

Still, a very interesting concept. It feels like it is missing something that would have really increased the difficulty, but nothing comes to mind. Good job though. I look forward to your next project.

SatelitePlay responds:

Thanks. I agree that I should have tried to explain better how the game is played. If I do a post-compo version I'll take that in account.

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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