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Plasmarift

451 Game Reviews

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It's interesting, but short and the jumping is very slippy and somehow almost glitchy (I swear when I jump, I sometimes teleport a little). I definitely wouldn't mind seeing this game expanded upon, like by adding enemies or starting the game out large, but then reducing it to this size as you continue.

The game doe not work in Google Chrome though.

I wish you luck in your future of game design.

It looks interesting, but whenever I pause the game and unpause it, I can't shoot the gun anymore. Also, you don't explain the controls or how to upgrade your weapons and character (the player can play around with the controls, but they don't have a lot of time to considering there are endless waves of zombies heading their way. I only found out that you can fix the bike by pressing S or the down arrow by messing around near it.

Please list the controls in the description when you get the time.

FidelumGames responds:

Hey, thanks for the review! Sorry about the controls--huge oversight on my part. They're in the description now along with a few strategy tips.

Also, I can't reproduce the "can't shoot" bug you mentioned. If this actually exists, it's a huge issue. However, I can't seem to replicate it. Is it possible that you were just out of ammo? Can you let me know if it happens again? If so, what kind of machine/browser are you using, and how did you make it happen?

Thanks!

I pressed the "..." option and it went back to the title screen so I had to restart. I went out of the stall and got killed then I tried to press the restart button, but it didn't work so I had to quit and restart. I chose the right stall, proceeded, read that there isn't anything else and had to restart to see what the left stall had (a dirty toilet).

Having to sit through the opening animation three times in a row with no option to skip was extremely annoying. You shouldn't have uploaded this if this is all you had (you should also tell the player up front that this isn't finished).

Outside of what I wrote so far, I like the animation style, the storyline, and the choices. Just make sure you implement that skip button and let me know if you need another voice actor, let me know and I can help out.

bb-panzu responds:

the "..." glitch i still haven't figured that one out. and i did program the skip button. I just need to make sure it is visible next time. or maybe i didn't give it a proper hitbox. Oh and I DO need a voice actor. It has a type of man voice.

Definitely a good game though I have some ideas and thoughts on it.
- I've only come across one glitch and it was soon after getting the dash ability. I went to the left through the passage way and dashed upward to find myself stuck in the way. Dashing seemed to only make it worse.
- For the weapons you can buy, the randomization gets annoying, especially when you get a weapon twice that you really don't want (that's 100 coins down the drain). It would be cool if you could collect weapons and use the number keys to select them (or cycle through them with the E and Q keys or something). Maybe have some weapons that you can only get through finding them or pieces of them.
- Speaking of coins, because of this setup, I was considering just skipping opening up the metal boxes until later because they are the only source of health in the game (other than respawning) and leaving them there until I get more coins ensure that they won't be wasted if I happen to die in the game.
- You've added so much great art to the game, but you give the player very little interaction with the world; only a few metal boxes to destroy, some enemies in flowers, and some switches. The world is so cool looking. Try to think of ways to let the player be a part of it or to let them engross themselves in it. Maybe allow the player to examine specific things, have the ground or environment react to the player being near it sometimes (I noticed the rocks that glow when you are near them. That's cool), allow the player to do things with the broken electronics like destroy them or break lights. I know you've included some secret areas, but I'll address this later on.
- I like the puzzle aspect of reversing your position to solve the problem. Perhaps try taking this a little farther as I see more potential there. I wouldn't want the game to become solely about puzzle solving because it seems like exploration is, but a few more would really make the game better in my opinion.
- The enemy designs are cool, especially the bosses (even though the first one doesn't scare me, there is something very intimidating about its open mouth yelling at you). I think you'll need a few more enemy designs to keep the game from falling into monotony later on in the game. you also might want to look into new ways of introducing some enemies rather than having all of them come out of flowers except for the ugly charging one (it's annoying when I can see where the enemy is hiding, but can only attack it by luring it out. Still, I'm not sure how changing this would affect how many other gamers see the game as this could be seen as good by others). One thing in particular I'd like to suggest is to have areas where enemies are coming at you in rapid succession because the dash ability and time reversal would really aid in this being a fun experience for the player, being able to move out of the way of enemy attacks, reflect some attacks, and undo the damage done (for skilled players at least).
- Whenever there is a screen transition, it may look better to make the entire screen black than to leave the right side of the previous level there while it loads.
- Perhaps give the option for players to change the control setup in the menu.
- For me, the map really doesn't help much because it seems over simplified compared to actual game. When I go into a room, it feels like there are paths going off in all directions and it's hard to keep track of where I am at all or where I should be going (since you can't backtrack out of the first boss lair). This was just my experience though. One thing I would suggest would be to add the option to close the map after opening it up.
- The music is really good. Maybe two more tracks for the full version. A mute button might be good.
- So far, I've found two secret areas, minus the vent areas. Do you think you could slightly (like, extremely slightly) change the secret area entrances to make it so the observant player looking for them can find them. It could just be a pixel or two difference between other ones. Otherwise, you just have players placing bombs everywhere and waiting three seconds for them to explode. If that's the case, then the secrets really aren't worth looking for because they take up too much time waiting. It's already annoying enough having to wait for the bomb to go off to open up areas I have to go through (will the new bomb upgrade not only open up the rusty looking block paths, but also be faster?) I get that you don't want the bombs to go off instantly because then people would be spamming it like crazy.

This is a really cool game, especially for only being an alpha. I don't know if you plan on selling it or not, but if you do, can you possibly make it available on macbooks?

Good luck in your developing. This is going to be good!

RitchieRitual responds:

Wow thanks for such in depth feedback, I will take some serious time to go through and analyse all that you said, thanks very much.

The game was definitely fun and I liked the pixel graphic, but it was kind of disappointing to find that collecting the berries didn't do anything at all. I thought maybe if you got enough of them, you'd get an alternate ending or something, but there wasn't one so what was the point to having them in the game?

imperfectgames responds:

Thank you Plasmarift! Sorry to dissapoint you ;) I was a little tight on time, so ultimately the berries served just a purpose of giving the player some extra challenge - without any reward, unfortunately.
Having an alternate ending based on berries count sure is a cool idea (Wario Land anyone? :d) - I will keep that in mind!

As cool as the art, concept, and story is, I don't understand the appeal of these games. There's no difficulty in fighting any of the enemies (including the bosses), there's only one special move, and half of the time, I'm just waiting for the enemies to get back up so I can do more damage to them (and it gets really annoying). If I could do damage to them while they are on the ground or if they had special attack patterns that required me to attack and dodge at certain times, it would be fun, but, as it stands, I'm just going through the motions as there's no challenge. Even the grab move which keeps them from getting knocked down gets old.

Still, I wish you luck in your game developing career.

ifightbears responds:

Hi Plasmarift, thanks for playing and for the very detailed feedback!

All your criticisms are completely valid (although there is a stomp button - W on keyboard - to damage felled enemies). If I make a sequel I'll definitely be looking to add more variety to the enemies :)

Thanks again for playing, and I wish you luck in your game playing activities!

This game could have been pretty good, but it suffers from a few things:
- From what I could tell, collecting the coins does nothing. The best incentive for collecting things in games is when you feel like you've accomplished something by doing so, whether it's through an actual award, such as unlocking a new level or feature, getting a medal here on Newgrounds, or unlocking a different ending, or even if there was no award, having the coins disappear when you collect them and seeing the counter go up tells the player they're accomplishing something. However, the coin counter resets once it reaches a certain number so this made me feel like I was wasting my time (you could program it so when you get a certain number of coins, you receive more health or your health refills if it isn't full).
- the sword attack: why is there a cool down feature on the attack button? Many of these enemies appear one after another so this forces the player to wait until the meter goes back before they can attack again. What's worse is that if you hit the button too early when you are waiting for the meter to go up, nothing happens and the meter still goes down. I understand the idea behind a cool down feature for a weapon, but this isn't the game to use it in.
- controls. I read the previous comment so I understand the setup. However, I would suggest before the game begins that you either give players a choice between a few control setups and/or tell them to customize the controls themselves if they are unhappy with them.
- I'm guessing you didn't play the game a second time in a row when you tested it, did you? (or at least not without shutting down the program and starting the game up again). You should always do this because after I beat the game and pressed the play button again, the game restarted, but the main character was invisible. He could still take damage though and when he died, you could see he was wearing the knight outfit.
- Keys again? I understood the need for keys when you go through the game once, but why do you make the player get them again when they are backtracking through the level to kill enemies? The whole point to getting a key is to unlock an area, the award being that that area is now available to you and yet you undo this.

There were good things about the game though. Being allowed to go back and kill the enemies that were a pain in the butt is a nice feeling. Other than the one glitch I mentioned, I didn't find any others. It was also a nice touch to have the ghosts constantly look at you whatever side of them you were on.

Still, the game needs more content, specifically new enemies and new challenges in platforming and perhaps other things that can be destroyed like boxes.

I wish you luck in your future of game design!

The game is fun, but for some reason, it keeps slowing down on me at certain moments, like right before I've beaten a level and other moments that are a little more critical like when I take serious damage. I haven't had any trouble like this with other games in a long while so I don't think it is me. Regardless, the game certainly offers a lot in options (with the many different weapons) and it seems like this sequel can get even more frantic with the speed at which you can pick up people and objects to throw them (I also like how you made tossing enemies unable to the player. This makes it much tougher).

I hope others will enjoy this game as well (though please look into the slowing down issue).

Whenever I press and hold the spacebar, the page just suddenly scrolls down (I've clicked on the game to try and center it to prevent this, but it doesn't work. It happens every time). I'd suggest adding a different button to use for the "search" feature or to fix this problem.

endernoobz responds:

Thank you! I will definitely change the search key.

I couldn't tell you if the game is good or not because I can't start it. Some computers don't have F1 -F9 keys or they don't function the same way (my computer does have them, but they have different functions that control the computer like screen lighting so I can't use them to interact with the game).

VassilisKa responds:

Hi there bud. Thanks for your feedback. Ironically I have the same problem with my laptop, which made the development process a pain in the butt. There is a few ways to fix this problem, your (fn) lock is on, either hold the (fn) key while pressing F1 or take the (fn) Lock off, usually (fn) + esc. If this doesn't work, you can find numerous other ways to do it if you research. I'm sorry your experience was bad, hopefully my advice can help change your experience.

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 25, Male

writer

Joined on 12/30/12

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