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Why did you change the gun to a banana shooter?! It was a lot scarier with the blue revolver design and a lot more real, which is why I found this game scary and testing my nerves. It still does this to a point, but why?!

Also, the amount of guys you had before was fine. Why did you add more.

Still, I should have written a review when I first played it long ago. Although this game is essentially (if not completely) luck, it keeps you on the edge of your seat and the story is both funny and a little disturbing with an orange in the seat of what would be a human. It also shows a psychological change as the game progresses as what this kind of thing can do to a person (though I'm not sure if you were planning on going this deep). Great game, but I prefer the older design.

Definitely agree with what darkstorm207. Also, I find it hard to use the run button (I end up having to hold it down with my pinky finger, which feel awkward and is hard to control. Automatic running would be cool. Still, very good games. I hope you make a longer version in the future.

I'm a little sad because this game really has the potential to be something great, but with the game problems and level layout, it is taking away from that, but before I go into specifics, I want to point something out. This is extremely similar to Gyossait in graphics and presentation, and the game Loved slightly by the storyline, especially at the beginning, but I am mainly concerned with the game problems (I'll go into the similarities last).

For the actual problems (like others have pointed out):
- The game freezes frequently, especially when shooting the gun.
- If you pause while floating back to a respawn point, you will remain in the spot you paused at after unpausing.
- The autosave pushes you too far back when freezes occurs so often. A manual save probably would have been better.
- Multiple endings are cool, but I think
- *Spoilers* I am right now trying to ascend the tower to face the deity that referred to me as a slave. I have found a way to reach the switch on the right, but not the one on the left because I can't get passed the part where there is a large cliff I would need to reach in order to make my way to the switch. I went up to the top level and there is a giant floating halo thing, but collecting it doesn't seem to do anything except transport me back to the beginning of the tower. Am I doing something wrong or is this a bug of some kind?

Still, the game is good and I'd love to play it through all four endings. I just don't want to have to refresh the page every 5 minutes to do it.

Now for the extreme similarities:
(Forgive me if you are the creator of Gyossait under a different account though if you are a different person extending the game yourself into a similar story, you should give credit where credit is due in the description or Credits page, which I haven't seen yet).
- The opening animation, though different, bares a striking resemblance to the other game, especially with the slow movement.
- The blinking collectable gun.
- The shaking and demonic sounds when you are killed.
- The fact it was made with Stencyl
- The main character's white, alien like appearance.
- The red, blinking text.
- The shooting enemies all look like the main character from Gyossait when he gets his gun (and they shoot the same bullets).
- Both games have more than one ending (with this game and other both giving the option to kill what is assumed to be a deity).

Carrill responds:

I am not Amon26 on a different account. I was merely inspired by the visual aesthetic of Gyossait. That being said, I think that a lot of the similarities you point out are merely surface level. For example, lots of characters in indie games are the color white. Gomez from FEZ is an example. Screen shakes are a common tool used to create satisfaction when the player performs an action. Other than this, there's a lot about this game that's my own. That being said, I've added Amon26 as an inspiration.

As for ascending the tower, once you've collected the cross Gomadi tells you to return underground. You must head to the lowest level of the area.

A lot like Minoware pointed out, the game shares a lot of things with The Valley Rule like the sound effects (I would really suggest finding or creating new ones. I know the one used for jumping came with Stencyl), the text you used with conveying new power (you've obtained the will to dash), and two power ups that work together (which is still good), and the relaxing environment. However, this ones departs from the other in music, the inclusion of secrets and characters and enemies (I like the toast joke :), taking away the isolation of the first one (with that small inclusion that indicated a wrong doing on the part of the kitten). this game also appears to be larger in size and takes longer, which is also good.

I did find two things that might need fixing.
- The dream level where there are green blocks you can push around. There were times where when I pushed two together, they would explode and end up somewhere else (though this might be due to me pushing a lot of them off screen. Did you mean for the player to be able to push them off screen because this was helpful). Also, if you push one and quickly leave the screen, and come back, they will be in the last place they moved to before the player leaves the screen.
- the screen going dark when using the dash attack is a cool idea, but if you use it a bunch of times in a row on the ground when trying to get somewhere fast, it just looks like the screen is flashing, though not a big deal.

I'm still impressed with your work (I'm also impressed with your hiding places for those secrets). Keep it up and good luck in the contest!

I would seriously suggest adding in an alternate button for jumping like z or x (it's not impossible to beat the game using one hand, but the use of my other hand would have helped). The game runs smoothly, I like the story, and I also like dynamics of the wall jumping and air jumping put together to beat the levels. The minimalistic graphics are a drawback though (especially when all you needed was animated main character and lava or spikes for the red blocks, no offense though).

I did have trouble on the last two because of the reason I mentioned above and also, it was tough for me to wall jump when falling at high speeds because it was hard to see if I was pressed up against the wall and when to wall jump because by the time I hit the button, it was too late usually. I really seemed like it just wasn't working for me at times, but I'm sure this falls on me and not you.

I hope to see a sequel of some kind in the future. Good luck in the contest :)

almostnot responds:

Hey, thanks for playing and for the great feedback. In the future I'd like to add in totally mappable buttons, it's just down to me spending more time and learning more of Construct2.

I take the point on the visuals. I tried out a few styles but nothing seemed to work without a complete overhaul. I'd love it to have a really awesome pixel art style in the future but that'd require someone with much better art skills than me.

The wall jumps falling at high speed was planning to be the single hardest move in the whole game so I guess I should be glad it's tough. Sometimes you need to make sure you're really hugging the wall before you jump off it.

Blake will RETURN!

I see you're still making games :) There seem to be a few problems though.

- The hit box, either for the large beam attack or for Naruto are too big. When the beam first strikes, I was at least 3/4 of an inch away from it (measuring roughly from my screen) and I still got hit. And some attacks also pushed me closer to the beam, thereby causing me to take damage. Also, some of the minion were about an inch away from me and still, they would stop and attack and I would take damage.
- The attack when the two hands come up at the same time and shoot darts is hard to see (or I should say I didn't known the darts until after the fifth time I got hit by them).
- the point where the ten tails blooms, perhaps there should be some kind of way to dodge the attack (because unless you know it is coming, you don't know to go to the right side of the screen.
- I think I had this problem before in the previous release: I can't find the fat monster. I went as far left and right as I can, but I do not see it.
- why does Naruto change colors when attacking?

Still, I look forward to your next release!

A pretty good platformed though for some reason, the music isn't playing for me (it may just be my computer). I think I may have found a bug: on the last ice boss, I was able to just go to the exit and leave without killing the boss. was that suppose to happen? Anyways, I hope to see a sequel. I'd suggest adding more enemies and more elaborate bosses and ways of defeating them. Let me know if you need any help with writing, level design, voice acting, and/or testing.

I'm pretty sure there is something very wrong with this game. I can't see the platforms: only the main character, enemies, ladder, forcefields, and background I can see. I'm pretty sure I should be able to see the platforms I'm walking on, right? Does it matter that I am playing on the Safari search engine?

There is no sound, but I'm not sure if this is a bug or that there isn't any (if there wasn't any to begin with, then I say it could use some). The game seems to work good, but it is kind of hard to navigate when you don't know where you are going.

Wolod responds:

I tested game today on Safari 5.1.7 for Windows (I don't have Mac) and it works fine. It seems that you have some troubles with WebGL.

Definitely interesting. Kind of wish there was more to it like an open area to explore or the story leading up to it.

I'm mostly commenting to tell you that you can just press the tab button and hold down the Enter key to get a high score. You might want to fix that.

Kolumbo responds:

ohhhhhhh snap, thanks!

The concept, music, sound effects, and story (from as much as I can find) is good. However, the game feels very sluggish after a while of searching for the objects (I have so far only managed to find 4. The environment being very minimalistic and only a few colors doesn't help much either). I ended up exploring the outside edge of the level without knowing that wasn't where I was suppose to go. I also found that I could go through some of the walls while others were solid (I'm not sure if this was completely unintentional though). I do like these kind of games, but I feel like this one is just too frustrating in the exploring aspect when there's nothing simulating on screen except for text and the occasional sound effects (which never occur again after). Still, it is a good game.

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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