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Plasmarift

445 Game Reviews

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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 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 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.

The game is okay, but the game relies on other people playing to make it difficult (I am guessing that the ghost birds of other people having played in the past), which usually doesn't work out unless the game is well-known and very well made. There are two things I'd like to comment on as well.
- The music is relaxing.
- the game starts too suddenly. There needs to be a ready set go after the "matching..." happens to prepare the player.

digiKhel responds:

Thanks Plasmarift!

Yes, I'm experimenting with the idea that people just need each other, to make life more difficult.
With regard to the game being well-known, maybe this will be that game? I don't know. People know Flappy Bird... so they may atleast try it out.

Regarding your comments, did you mean to say that the music went well with the game? Or did it seem out of place?

The suggestion about Ready,Set,Go! is pretty cool. I'll look into that.

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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Joined on 12/30/12

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