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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!

The puzzle you included in this was by far the most difficult of the many puzzles you've put in your games in long time, not mainly in finding out what to do, but in figuring out what goes where. Next time you make one like this though, can you include a reset button or a cancel button so that I can block out ones I haven't gotten to yet (I started out messing around until I figured out what to do, which became confusing when trying to compare one row to another to solve it, trying to remember which one did I complete and which one I hadn't yet).

I'd say this was a pretty good game.

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.

Guys, enough calling the commenters morons. The attack feature does not seem to work for some people, including myself. The mouse does nothing except aim the weapon (it may be due some players using a macbook, as someone previously mentioned that or perhaps it's a browser issue. Either way, something is seriously wrong).

As for the game, I can't say much since you can't advance far without killing enemies. It seems decent and definitely interesting enough play and explore. I hope that perhaps this problem will be resolved in the future.

Okay, a lot of the commenters below me are acting like a bunch of babies when it comes to the bridge. There's no need to look down; by looking straight forward, you'll see that there are boards that go to each small section of the bridge (all it requires is for you to remember where the next board is). Just walk on those and once you get near the end where there are two boards left, you can just walk across it normally the rest of the way. I've replayed this game three times and the last time I got across the bridge in one try (the second time, I may have fallen once). Had the commenters below experimented a little, they would have found this out (as that part of the game can very well be considered a puzzle).

As for the rest of the game itself, I thought the atmosphere was cool (no pun intended) and the concept of survival and exploration is great, but I don't like the smallness of the area to explore. You basically had the islands be long strips of thin land so there isn't much exploration needed to advance (the exploration comes in a little when you want to find items, but even the places where they are are easy to see). It'll really like a bigger island where the snow blurs the stuff in the distance adding to the franticness of exploring and forcing you to make a decision (do I use one of my items to keep going further outside or should I head back to the cabin to warm up and try a different direction). Something along these lines may seem interesting or at least if you are going to have a straight forward path to follow, give the player the option to explore a vast area to find items and maybe even secrets (possible to explain the story further or just some interesting stuff, maybe that deals with the man's psych)

And it's cool to have the option to search skeletons, but the only one that had anything was the one with the rope (maybe make it so that with looking at a skeleton, you can see if they have something, but examining costs time, which means the player would have to examine pretty fast, take a chance and just search it, or just skip it. This would be a pretty good inclusion in the next installment).

However, overall I liked it, and I hope to see the next part up whenever you finish it though one final suggestion would be to make the next one much longer. This felt pretty short.

This is a very interesting, unique, and challenging game. It requires strategy and creative thinking (I have a feeling many people will say that the last level can't be beaten, but trust me it can. I'm pretty sure I'd didn't beat it in the conventional way, but I beat it). It may sound strange, but I love the minimalisticness of the game and the glowing colors. I'd ask you to please expand on this after the contest. Maybe turn it into an adventure game where you have to go around and collect stuff (or do this again, but with more levels). I must also commend you for putting the instructions and explaining the basic mechanics of the game in the first level and doing it in a way that was quick and easy for players to understand.

However, I would suggest that you get some different music, one that's more atmospheric. I played this entire game with the sound off (due to where I'm currently playing it in public. I don't like to bug people) and I loved the game. I just listened to the sound and I don't like the music or sounds. I don't think the sound when it moves is necessary. Look up KOLM 3D and listen to the song played on it. I picture something like that for this only more subtle. I look forward to your next game and I hope you do well in the Ludum Dare contest (by the way, under tags, put what ludum dare this is. If you google ludum dare with newgrounds, lists usually come up from past contests. Copy what they did so your game will get more views).

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. :)

Yes, definitely make the rest! I had a strange sensation of grittiness while playing this (that doesn't happen too often anymore).

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 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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