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Plasmarift

439 Game Reviews

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I've played this game multiple times and I'm almost certain that there is no way to get over the flaming tree without getting caught/slowed down just a little (I've read your reply to someone that it is possible, but the jumping angles that get me over it now doesn't even make sense compared to the ones that should get me over just fine). Jumping at the right time to get slowed down the least when passing over it isn't very initiative as to when I should jump (it's an unfair obstacle in the sense that the frog can clear it just fine from a sprite point of view, but when it comes to hit boxes, it is just weird and unfair). I even used the previous trees to push the frog sprite forward on the screen and the burning trees still get me (when you have three in a row, all of that forward progress gets erased pretty quickly). You're basically taking a gamble every time you try and jump them. It'd be a more fair challenge to just have the normal trees closer together.

The game is great, but unless I am missing something, the game becomes impossible to beat around level 60, as enemies are present on nearly every stage and since most of them are mages, you are either forced to dodge them or kill them (which you provided so limited space that dodging attacks, especially when there are 50 magic balls coming at you, is impossible.) I'd appreciate another stat item like defense or have the character regenerate hearts over time. I have no idea how at least 7 people beat this, but it must have been luck on the level generating side. (Also, the crumbling tiles are a nice touch, but not when they cut off access to the teleporter, especially when all it takes is for the player to bump the corner of one for it to disappear with even crossing it).

As for the good, the concept, controls, art are all great and it is very addicting. I also like the small touch you added with the tiles in each level. If I may make a suggestion, I often find myself with time left over after the portal has been activated. Why not have an option where you can speed up the clock (when the player does this, they'd receive extra points). I look forward to your next game! Good job!

I have to tell you, I LOVE the look of this game. It's cartoony, yet bloody and serious and cute at some points (I like the fact that the smiling girl zombies look like they're tickling you when they're attacking). As for the actual gameplay, it's pretty good though I've seen other games like this. I appreciate the fact that the object you hit light up to indicate you hit them (which is good when a box is in-between explosives). The level upgrades are all good things, no stupid filler upgrades. So far, the weapons seem pretty good (except for the wrench. Why would I buy something that has the same stats as my current weapon?). The limited ammo does get annoying as it is fun to shoot things in the game, but not much fun to smack enemies with a crowbar.

I do feel that this game needs a different mode, like a survival mode to see how far you can get (and maybe another mode where all your weapons have unlimited ammo and like a hundred zombies just start coming art you and you can just go on a zombie killing spree).

It's okay, but it does have problems. It seems like the jump button only works 85% of the time (either that, or the time and space when the dog no longer is considered to be on a platform to allow a jump is very deceitful). I found the part after the bacon on level 2 near impossible to complete as the space was so inclosed that the dog would just bounce off the walls and head back the way it came, which gets very annoying and repetitive over time. Also, I'd suggest whenever starting a level (and perhaps also restarting after death) that the dog remain still until the player presses the z-button, at which point the dog will start moving. Although I like games with quick restarts, being just thrown back into it isn't exactly comfortable. (I'd also highly suggest checkpoint, unless you are thinking of adding an easy and hard mode, in which case, this would work well for hard).

I look forward to the full version.

WayneAdams responds:

Thanks for that suggestion about hitting Z to start a level. I dig that.

This is pretty interesting. I don't know if there are multiple endings, but the one I got makes sense in a way. With the actions you can do to your past, I can't tell if you are changing it in your memories to make it better or simply just trying to come to terms with your past and how it is affecting you today. However, this didn't make me think about myself, more so the character the player controls. I think this game really could have been longer in some ways, to where you move into denial or the environment shifts as you attempt to change your memories or something of the sort.

Perhaps you should include art or art game in one of the tags because it does have deep meaning in it. I look forward to your next game creation.

I like the game. I'd give you more points if you changed the control setup because it is very bad, especially for Macbook users
- the F5 key does not work for resetting so I'd suggest making it spacebar+q
- For equipping, you chose to use the w key, which is also what moves the character. (Another button would be better, like o or something, even if it does not make sense).
- For the inventory viewing option, you allow the user to change the - next to items to a + which I assume means that you can equip things with this option, but you don't mention this or how to make these changes stay (I exit with the enter button and go back to see that nothing has changed). You also don't instruct the player on how to exit the inventory (or food menu).
- Why aren't the arrows keys an option for playing?
- the < and > are very confusing in which one ascends and descends. It seems more intuitive that > should make the player ascend since its alignment on the keyboard is right of the < (I think most people would consider this going forward) and > is pointing right. (this is just my personal preferences).

I really hope you'll make these changes before this game gets approved as I hope it does well, but as it is, I believe it will at the most be sub-par.

coderchick94 responds:

Thanks for the feedback, the controls (the wield and wear buttons) are fixed as the inventory. The changing inventory isn't supposed to be for this game.

I must admit that this is a pretty unique puzzle game (minimalist, but unique none the less) which seems pretty hard to do now a days. I managed to beat it and one of my only complaints would be is that I feel that I found ways around the conventional ways of beating the levels (or at least the ways you had planned out as I didn't always need to use all the books you set up). I don't know how I feel about levels in a game like this having more than one way of beating them; it takes away the challenge of finding that difficult "correct answer", but then again, life often presents us with more than one way of solving a problem if we're smart enough so I'm just not sure (I'm probably just not use to this sort of thing). My last complaint is that the game seems to jump around in difficulty, which seems to be caused in some cases by poor level design (I mean no offense). I really like the game and I think that if any puzzle game deserved an award, it is this one. Perhaps try shifting this game to mobile if you haven't already. this appears as it would be a perfect fit for that. Good luck on your next game.

flori9 responds:

Thank you very much for your review! I fully agree with most of the points you mention and will try to improve on my next games. About the multiple solutions: that's partly intentional, but there might be solutions that are too easy that I didn't notice on some levels.
And great job completing the game!

I urge you to please finish this. I'm having fun just messing around on this obstacle course (when you do make the full game, please include a few obstacle course like this to mess around on). the sounds, the burning rubber effect, and the mechanics and speed of the car are all great. I look forward to the finish product (would you mind if I did a video review of your game?)

netherboss123 responds:

Thank you and yes, you can do a video review. just make sure you give me credit and tell me what your youtube / vimeo name is

I feel like this game could have been so much better. The concept was great, but sadly, nothing new is introduced after the first three levels and the level design begins to get very repetitive very fast (the bed after bed bounce and the wall of syringe fall parts were repeated many times). For other inclusions:
- You could have had levels where syringes were shot at you and you needed to either duck or jump over them.
- You could have also had doctors chasing after you (or simply just watching you from behind glass or from a distance and writing things down, as if they are analyzing you).
- You could have had other patients that would attack you, you could maybe interact with, or they could help you beat the level.
- As the game went on, you could have had the borders of the game begin to close in or become more blurry to represent insanity closing in.
- There's also no story to the game (although none is needed, there's no substance either). You could have had some very scary stuff in this, such as blood stains and scribbling of mad men on the walls, hallucinations, scary background noises like people screaming or laughing insanely.

All these things could have made the game awesome (I might have even considered this game awesome if it just had better and more challenging level designs). Instead, the game just feels empty and nearly void of adventure. however, there were some good things that I will comment on:
- Thank you for including instructions
- the silence in the background was a good choice though it may not have been the best choice.
- the sprite was really cool looking, both determined and perhaps a little bitter.

I still look forward to your next game release. Good luck.

The game was definitely interesting though I do have complaints (and praise) to write of:
- At the beginning, it is never shown what these objects I need to collect are so I spent a good amount of time ramming into objects hoping they were the things I needed to collect.
- You need to make it perfectly clear what the player can touch and what they can't (for example, I thought the black and yellow striped blocks were safe places to land at one point. Since I was able to sit on the beginning platform, I saw no reason why I couldn't sit on them). I also that the other animals could be interacted with and that the place where you are supposed to put the objects was a place I could enter (since it had an arrow).
- Why is it that only one block appears at a time? Why not have all of them appear and let the player decide which one they want to pick up first? (also, how is a player suppose to know where the next one will appear? There's no indicator so it forces the player to explore parts of the game where there was nothing before to see if something is there now. That's more annoying than fun.
- The game is kind of short.

Now for the good:
- I liked the controls. they were solid and provided for a somewhat challenging games.
- I liked that you added in the warning lights for the different hazards, that way, the player isn't forced to wait for the traps themselves to go off to ensure they would have enough time to cross safely.
- the square piece were fun to pick up. The player can sit on them and move left or right (at times, it looked like the character was doing skateboard tricks with them).

Still, it was a pretty good game. I look forward to your future projects.

Satyre responds:

Thanks for your detailed review. Here are my direct answers.
- I wanted to add a radar or arrows that appear after the spawning and after utilising a part, that's still on my to do list :)
- I have to think about how to realize this, because everything except the collectible parts and the start platform harms the player. Also added to the to do list.
- Blocks only appear after another, because the coding was very complex for the transporting. If all blocks are present, then they will be all attracted in the moment you are transporting one of them. Therefore I prevented this bug, by only letting one spawn at one time. I'll look into this for future updates, but it's time consuming.
- Yeah it's short, but also made in a week ;)
-----
- Thanks, that was the most important part of the gameplay.
- Warning lights were very important to add, to not let the game be too unfair by random obstacles. It's hard enough :D
- Yeah, that's also one of the helping aspects. When you got a piece then it helps you to get to machine faster.

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

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Joined on 12/30/12

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