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Plasmarift

217 Game Reviews w/ Response

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The game does seem interesting though it is impossible to do without a mouse with a mouse wheel to make the hand go up and down. Adding in another option for this would be nice (like having the up and down keys be alternatives). I'm certainly not going to give you a 0 just because I'm unable to play it due to limitations on my part, but I still would have liked to give you a higher rating than just a three.

HeartOfGold responds:

Thanks! I'm currently working on implementing the left mouse button as a raise/lower hand button, should see it in game by mid-january! Thanks again, happy holidays

The game is okay. I definitely love the atmosphere you created in the game, but I feel there are many things needed:
- I do like the "slow-motion, watch the bullet hit a zombie" if it were to happen rarely, but it happens much too frequently to the point where I began getting annoyed by it (especially when it slows down a bullet that misses). Perhaps give the player the option to disable this or to skip it when the slow-motion comes up.
- There's really no reward to try and get a headshot on a regular zombie (in missions that don't require it), just a statistic at the end of a level. If there were a motivation, like an achievement, a medal, a scoreboard, unlocking something, it would add challenge to the game in striving for head shots or completing a level quickly to earn something.
- The game didn't really feel challenging at all for the most part (I've played through the first 8 levels), especially since shooting a regular and aggro zombie anywhere will result in it dying. Through all 8 levels, I only had one zombie reach the barrier and that's because I didn't notice it until the barrier percentage started going down (speaking of which, I'd suggest having the percentage flash red when it changes to alert players if they are unaware that their barrier is being damaged.)

I do have other suggestions, but it would involve adding more content to the game and that doesn't seem fair to ask. I still think the game is good, but there does not appear to be anything incredible or unique about it, except for the graphics (usually, the zombie shooters I come across are top-down, side-scroller, or shooting at a 2D plain at a distance.)

I hope this doesn't discourage you at all (it was interesting to play). I look forward to seeing your next release.

Falcoz responds:

@Plasmanrift thanks for your detailed review!

- We tried to make it less annoying with every 10 shot and 1/3 headshots.
- Good comment, we hope to do something with this in a future update for mobile:)
- Please try level 9 with only 10% barrier left. The alarm sign is showing if the barrier gets hit, next to the percentage. But I agree it's less challenging playing this game with the mouse.

Please pm me if you have some good suggestions, because we really want to update the mobile version from time to time. Thanks for playing!

Your games are as good as usual. I do have some things I'd like to point out.
- the picture that appears for the ladybug cook is the frog king
- When replaying, the music does not reset so it is silent except for the sound effects.
- You do know that "nerps" (the currency for this game) is a term used for female nipples, right? (I didn't know it myself until I googled it though I'm not really up on today's word terms).

The only suggestion I'd have to make is to have the npc say more things, especially when circumstances change, though I believe this is one of the first games you've made where you can reclick on npc and this game has more than any of your other games so I don't want to ask for much when you're already giving more.

Keep up the good work.

selfdefiant responds:

Thanks! I had no idea about the nerps!

This game is pretty awesome. Would you mind if I reviewed it/ included it on my youtube channel at some point? (I'd let you know when).

The only things I'd like to suggest is:
- I'd like to be able to view the trinkets I collect
- perhaps to be able to collect all coins by moving the mouse over them or a quicker method.
- To be able to spend the coins on something else at some point.'

Still, a great game with a funny concept.

OmiyaGames responds:

I'm chill with that. Thanks for the feedback.

Hopefully we can get a few more games rolling in, soon.

I know I don't comment much on your games, but I do enjoy playing them. They're not super high quality, but I still enjoy them. People don't make good escape games anymore, especially ones that aren't completely stupid and without game breaking bugs (there are those games that come out like every other month by really big game creators which I do like, but that's way too long for me to wait). So thanks for making these and I hope you're making at least some money off them.

selfdefiant responds:

Thanks, I like making huge games that are better quality but these actually seem to do better for me compared to the long ones. :)

As others have said, there is a serious problem with the camera. Just going up a few steps can offset it enough that it flips the entire level over or worse, flip the cube onto its side to where the up arrow key will make it jump. It is possible to flip back to normal through messing with. I'd suggest putting a lock on the z-axis of the camera. The only time the camera really needs to move on that particular axis is when you fall down a pit (though I do like the fact that it looked like it switched to a first person view when I was falling). Although you included a feature to fix the problem in the game, the fact that the player must actively fix it makes it hard for the player to get engrossed in the game and just makes they ams look unprofessional.

You should also have some kind of indication that the enemy has seen you or is about to see you because I can still get partially touched by their lights without restarting (you can have the light begin to turn level when it's getting to the point that you will get caught).

Still, I look forward to see what you have to offer in this in the future.

HostileTree responds:

Thanks! I appreciate your review and I'll definitely take it into mind as I further develop the game

It's good, but it's unfinished. There's only two levels available and I've beaten them both. I can definitely see this as a Megaman game, especially with the first boss fight. The number of different enemies you included is great (a lot of game makers just include one or two sometimes so it gets old quick). I guess my complaints lie with the battle system in that you have almost no time to react to enemy attacks and enemies literally come out of no where. There would be nothing wrong with this if falling off the edge didn't mean immediate death (they knock you around like a pinball). There should probably be a longer recovery period after being damaged.

Still, I like the dark storyline and how you approached it (especially with the thought bubbles from the enemies, which made me question if the enemies were thinking these or if they were the character's thoughts or the person you were trying to save. Were these creatures fragments of him?)

I look forward to your next game. Good luck!

DontComplain responds:

Eh!?! I must have not unlocked it (while I had finished debugging) cause it was suppose to have all 5 levels. I'll definitely upload an unlocked version tonight.

The boss fights has always been a non-stop tweaking projecting for me. As some will say it is too easy to kill and others will say it is too hard. I'll play around with it some more. (This often occurs with the first boss cause I wanted him to teleport around. So I'll modify his teleporting ability).

This is more of a story-line driven plot but I do intend to add more puzzles to this and more unique attributes to the existing enemies. I just didn't want to get stuck on this (5 month) project and only get a 2 star rating for all the effort.

I'm sorry no one has yet to comment on your game. It definitely isn't bad, but it does need things. I go through the good and bad.

Good:
- I've found no glitches so far.
- The game has a beginning and end for each level I've played.
- The graphic are pretty good and interesting. They remind me of a third person shooter made back in the 90's (That's good in my back).
- the controls are tight and work well and the character interacts well with the environment (meaning that what should be solid is solid and what I should be able to do in the game, I'm able to do in the game, like jump from one platform to another).
- The sounds were a good touch though I'll have something to say about some of them below.
- When the robot first ran into a dead end, I was confused. I thought it said "Data" instead of "Dang it". It became clear when he growled at another dead end. I'm not sure how you managed to program that, but that's pretty good.

Bad:
- I should point out that part of the reason you probably haven't gotten as much attention is because of the thumbnail. It's not just to indicate what the game is, it also needs to draw the person's attention to it and make them think, "Hey. This looks interesting". There are 1000's of platformers on the web. The thumbnail shows them why they should play yours over the others.
- The game feels kind of empty without music or background sounds (adding in leaking pipes echo, rats running, the echo of you jumping and landing, the bubbling of the ooze, these are all things that make the game seem real and make it more entertaining for the player. Games are just like television: details and authenticness are crucial to drawing someone in.
- I'd suggest reducing the volume on the character's grunt when they jump. Without background sound or music, it does get slightly annoying though I did get used to it.
- The character design, I feel, is the worst in the entire game. It looks more like a rock man then a machine. A few more details could have remedied this. Think about it, the player's going to be looking at that character design for the entire game so you want to make sure it is really good.
- Other than getting from point A to point B, the game really isn't offering much in challenge. None of the jumps are difficult to make though easy to mess up (the black and yellow marks on the platform tell me when a ledge is coming up, which is both smart design, but decreases the difficulty in now the player doesn't have to be as careful), there are no enemies, no time limit, and ultimately, no reward (I know a lot of games don't have "rewards" for beating levels, but the reward I'm speaking of comes from beating the level. If you beat a level then you feel good because you conquered the obstacles. In this game, there are no obstacles: just trial and error and fighting your own carelessness or clumsiness in maneuvering. Games also offer reward through story telling, which I feel this game could have had, revealing a part of the story each time you beat a level or having to find hidden documents through the building, perhaps explaining why the lights are off, what is this place, and what do the owners do?
- Dead ends aren't inherently bad, but in a large building or area, I want to feel like I can find something other than just the door. Not necessary. This one may be me.
- I consider that a game that implements "leaps of fate" should be more forgiving for the player since leaps of faith are practical gambles and having to start from the beginning of the level each time you die just get annoying.
- I didn't finish the game, partly because I'm pressed for time as it is nighttime right now and because I didn't find the game stimulating enough. This game could have very easily been a horror game; it already has the visual effects of one. All it would need is the sounds and music.

Sorry if I sound like I'm being a jerk, but when I find a game creator like yourself that has talent in art and/or story among other areas of game design, I feel compelled to give my opinion. It's possible I'm wrong about all my advice and this game might become pretty popular. It's still early on. Still, I hope you'll be making more games in the future and let me know if you need them tested or need any voice acting done for them. Good luck.

Vajra777 responds:

Thank you very much for taking the time to write such a detailed review.

This is the first game that I've made - And, everything you suggested in the bad was originally meant to be implemented (especially having interesting things in the dead ends), but my programming skills just aren't strong enough yet. This project was all about proving to myself that I could actually FINISH a video game. Having abandoned a few projects over the years...

It's all about learning - Thank you SO much for the feedback.

I think once I've figured out all the programming issues, I'll get started on releasing a sequel for this game. :)

I really don't know what everyone's complaining about. (it's possible there was an update to this game), but the poop stays long enough to ascend and the gameplay is pretty fun. It is sometimes hard to dodge the bees when falling in the first bonus level, but just because you can't beat the level, doesn't make it the game's fault. That being said, with the first level being so long, I really don't want to play the rest of the game. The second level was kind of the same thing and I can imagine this getting boring after awhile. Each level should present something new, a different challenge. It would also help to know what I'm working toward (and if the bones gave me some kind of bonus feature or something). Also, I agree with the others that the music can get very irritating.

Wiesi responds:

Thanks for the great review!

I definitely like these series your putting out. I think your next one should be something involving like escaping a prison instead of just surviving, a five day planning and setting up of it. Or maybe a soldier on the battle field trying to survive. Keep it up and good luck on your future games!

selfdefiant responds:

Thanks! I just did surviving an asylum, of all things!

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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