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Pretty cool, though it would have been cool of you to mention me in the credits for testing it out months ago. You added a good number of new enemies and boss (many with different movement and attack patterns), a very fitting soundtrack, and an interesting system for the throwing weapons and health gaining. The speed that the enemies arrive with definitely keeps the player on their feet because it makes them think about their next move (ex: if I kill this enemy and leave the tougher one, its possible another tough enemy will take its place) and the fast movement keeps the player from simply slaying through the on coming enemies with ease.

I'm usually not a fan of these types of games, but for some reason, the blend of the many different characteristics and challenges that you put in the game make it addicting and, for myself, made me feel like I was the one who messed up and could definitely do better. I look forward to your next release and hope this game will receive the attention it deserves.

x-SemAn responds:

thank)
As concerns the credits, there was very little room for all, sorry
everything was in a hurry

The game is okay and touching in a way, but the sharp contrast between the characters and everything else really does not work well (they are the most detailed thing in the game and, although I've commented to someone before saying that the controlled character deserves a great detail of attention and detail, when the environment is minimalistic, the characters should probably be as well). It may have been better if you made the boy just blue and the girl pink (or you could have had both of them black with the girl wearing a bow).

The puzzles are pretty simple (a little too linear in a number of the levels as you just go from switch to button), but some of the challenges that you put in would definitely be difficult for two people to do together.

Some things I would consider adding in the future though would be:
- after having touched, little heart would float into the air from them.
- Maybe a quick transition from level to level, and after deaths.
- A way to restart the game after reaching the end.
- Put the instructions in the description or in the game itself.

Good job on your first game. I wish you luck on being a game creator.

FSt-Germain responds:

Thanks for the response. I like your idea of simplifying the characters. I will put some more thought into it and it might happen :) Lots of people have been suggesting more levels so I might try to add less linear levels. I will certainly add a way to restart the game. It never crossed my mind that someone would want to play more than once (it is a puzzle game after all, and it's no fun if you already know the puzzles). Thanks for the excellent points.

The game is pretty interesting, but the control need some work. I got stuck on the four or fifth level, the one where you start out in a pit and need to double jump and wall jump to get out. I'd suggest adding more options for controls, like the arrow keys and maybe the space bar to jump because there are right and left handed players that may prefer one over the other. Also, the wall jumping in very difficult since you need to hold a direction button against the wall in order to perform it and since you are holding it, when you jump, you aren't launched as far as you'd like to the opposite direction because you are still holding the key that placed you against the wall (even if you let go directly after doing this, this is extremely difficult timing and something that is easy to mess up on, as well as the fact that performing a second wall jump in a row is made even more difficult.

Still, I like the idea and I look forward to your next game. Good luck.

Pretty interesting match-up. I'd imagine lat least one person on the web have done this, but I bet very few if any have made a great visual novel of it like this. Great job and keep up the good work.

By the way, I found a small mistake.
- When Jack Frost introduces himself, he says "I got a lost and this is how...". You might want to fix that.

The game is okay, but it has some flaws.
- after a game over, the game over screen comes up so fast that you can easily press the button that brings you back to the menu if your mouse happened to be in that spot shooting and when that happens, all your progress is lost and you have to start the game again.
- the cutscenes are unskippable, which becomes annoying after having to play the same level over and over when you fail. Please make them skippable because a number of people do not like to wait through story.
- There's not really much skill to the game. In the beginning (after the tutorial), it is just going forward, prompting the enemies to come after you, backing up, and shooting them and then repeating the process with the next group until you reach the end of the area. There's really no strategy or difficulty in that, especially since there is no way to avoid some enemy attacks, like the first big infected you encounter and the mercenaries, where it is near impossible to dodge their gunfire (and it doesn't help that your bullets disappear before hitting the enemy when you try to shoot them off screen, but I'm pretty sure that the mercenaries can shoot you when their off screen.

Still, I do like the graphics, sounds, and music you put into the game. Good luck with your future projects.

I like the game though there are a few problems
- With the checkpoint system you just put in: if you make the elevator go up and jump off it, you can't get it to come back down. Even if you try to avoid this, your checkpoint system may set the character down one floor where the elevator will be on the floor above, forcing the player to restart the whole game. Whenever you put in an update like this, I'd suggest playing the game for an hour to make sure it works right.
- Although I don't think you can do much about it, my game freezes if I play the game for over 15 minutes so I have to keep refreshing the page to avoid this.
- For the code, do you only get one attempt before it won't allow you to do it again because when I first found the input code floor, I tried (without having seen the right code) and I couldn't input anything more)
- Some of the flowers you put right by some of the doors, forcing the player to either roll (usually into another enemy or seed pod plant or forced to stand on a yellow plant that hurts them) or take the hit and kill it, so either way, the player gets hit.

Good luck in the contest. I like having found a game that actually challenges me!

Joben7 responds:

I'm glad you like it! I'll try to answer your points as best I can.

-The checkpoints should be in a place were you always start at the top of an elevator if I placed them right, however jumping off while it goes up is a big flaw. The way it's set up it would be difficult to put in a switch on the bottom however I have an idea on how to stop people jumping out, I'll try and fix that.
-The freeze, I have no idea, hasn't happened to me yet so I have no idea on how to fix that, sorry!
-Yeah it's one attempt for the code, I need to think of a way to make it more obvious.
-Not all rooms but most with an enemy near the door are designed that if you move in just the right way you should be able to avoid getting hit. Some tips are that the seeds that chase you can't hurt you while you're rolling and the yellow bulb plants only release the poison gas if you shoot next to them.

Thanks for taking the time to review and I'll try and get on fixing some of the problems! :)

*Edit* I hopefully just fixed the elevator problem with the latest patch :)

I'm getting a little tired of seeing "this game is a rip off" in the comments. People don't post this on platform games and tower defense games that have near the same premise and such as many others of their type, but when someone wants to make an extension to a unique game already in existence, people start screaming ripoff. I'd like to see more of these types of games so don't discourage it. Although I will say that saying that it is "inspired" by handless millionaire is a large understatement. You owe a lot more to the original author than that.

I like the idea and story behind the game and unlike handless millionaire, which I've played, the pattern sequence of the things guarding the money seems a lot more fair. Also, this seems more interesting to me. It is fun, but I have a few problems with it.

- If your mouse leaves the screen, which is very easy to do by accident since you place the money bag near the side of the screen, then it gets yanked across the screen to the left, where you will probably get your arm destroyed before you even know what happens. That's definitely not fair. Why not have it that the hand stays where it is when it leaves the screen?
- The lasers that come down from the ceiling during the game need an explanation. Is there any way to dodge them? I'm guessing that they are on a timer, indicating that you are taking too long to finish the level. In that case, why not just put a timer up on screen and when it runs out, the lasers come down.
- Why do you only let the players go to the upgrade screen once. I'd say you should set up two modes: an easy mode, where the player can go back to the store after each defeat and as long as they have enough money to buy another hand, they can continue, and a hard mode, where the player can only fail a certain number of times, maybe three times. By having this set up, you allow players to see more of your game, instead of just the first two or three levels.

Anyways, good luck with your next game.

Frozennnn responds:

Thanks nice ideas i will try to implement some. Good luck and thanks

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

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