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Plasmarift

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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.

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.

The game concept and puzzle mechanic is great, but there are problems, specifically with the challenge.

Problems
- In many of the levels, including some of the last ones, the difficulty is way too easy (I was able to just walk straight to the door on some levels). now, if you were required to bring the cat with you, then the difficulty would go up, but as it is now, the cat is expendable and I can drain all the life out of it I want to beat the level (unless there is an alternate ending that I am missing).
- The story seems like it would be interesting, but it is not explained. Is the character in a retirement home? (that would explain all the old ladies). Is everyone a ghost and is that why they can absorb my energy? Why can the cat absorb their energy yet I can't take theirs? Am I actually a ghost or do I only become one with my energy taken away? Why do they seem hostile toward the main character? Why is the bus at the end flying? What was with that weird tongue monster? Is this all taking place in the afterlife? All questions I'm still unclear on.
- This one goes back to the unexplained story. The controls and goals themselves are not clearly explained. These can be figured (although everything seemed very odd at first with the door in the wall closing up) though I thought the "petting the cat" mechanic was only for entertainment. I didn't connect it with the fact that the cat would follow me if I only petted it ONCE.
- The game was also short, but this isn't a huge problem (I know this is your first game). I was more so just disappointed that it had too end so soon.
- The tongue elevator was a good idea though the guy wiggling his feet while it is going up just looks weird. It seems like it would be controller if he stood still, but that's just me.
- I'd encourage a menu screen and pause button in your next game for access to instructions and credits among other things. Not really necessary for this game though.

Good
- The controls and environment were great. I loved the perspective for the over world and for the levels (it reminds me of old school 90's games).
- The graphic are pretty good (especially the distortion used for ghosts) and although I already said something along these lines, I really like the concept and gameplay.
- The music was also fitting. It had a nice spooky yet techno feel to it. The sound effects were also good.

I do like the game despite my complaints and I look forward to your next. Good job!

PhilllChabbb responds:

Hello Plasmarift,

First of all, thanks for all the feedback. It's really hard to accurately change your perspective to what someone else might see, and you've given me just that. A crucial ingredient to grow. :)

So many issues you've bring up did pop-up in my mind. I can't use "it's my first game" as an excuse for all of them, but it did affect my design process in a way. The unknowing part of it. Only realizing now some of the issues.

The difficulty curve is really out of whack. It's true some levels were easier, like the one where you could just walk to the exit. This was an experiment in letting the player chose what to do without rewarding the action. Maybe the action itself was the reward? Most of them was bringing the cat to the exit or not. I'm a big fan of letting player choice be worthwhile and meaningful. Not just a static do this (maybe) meaningless action to get a reward. I might of not executed those levels well, but it's a little level up in that area. :)

For the story aspect of the game, you are 100% correct. You've actually made me think more about it and what ended up in the game. Since it was my first game, learning to program, to play piano, to compose music and trying to design a game for the first time kinda took more energy and the % of my time. So the story did in fact lack a lot. My only knowledge of story telling is the pace and "show don't tell". So it's something I must work on for the next games. Once I'm more comfortable in an area can move in the next to improve the skills (hopefully!).

And I feel the same way about the game length and menu/pause options. Glad to be on the same pace.

Overall it's been a great experience working on this game. And, again, a huge thanks for playing and helping me grow with your feedback. :D I'm also looking forwards to my next game! Haha. :)

Phil

A very beautiful game. The sound effects (except for the jump sound) were great and the game felt very relaxing because of them. The power ups worked well together and the environment was beautiful, yet old and desolate. Although the puzzles weren't really tough, the maneuvering required to scale cliff was difficult yet fun once you got used to it (you should have seen me flying up those cliffs).

There really wasn't much of a story though and the name itself isn't really explain (if the game was meant to take place in a valley, then the environment did not convey this. It looked like a temple). Though I can't take off too many points for this because games don't need stories to be good and this could be seen as an art game, where the conclusions as to the story are left up to the player. Also, does the girl have red ears or is that a bow in her hair?

Very good job. my only regret is that it was so short. I encourage you to make a sequel to this and I'd be glad to help in any way if you need it (writing, beta testing, voice acting, level design). I may contact you in the future for questions on Stencyl since you seem to have a firm grasp on using it (especially on the small shrubs and grass). Good luck in the contest and good luck on your future projects.

Raiyumi responds:

Thanks!

Yeah, the name is a bit weird for what it is. We had a lot more planned for the overworld and lore, but we had to cut it short, unfortunately. :(

It's definitely a tough game. You can get through it without losing any places, but it is tough (I almost did), but I just think it is ridiculous that if one of them is overlapping a person that I can't get them without hitting a citizen. Sometimes, there are just too many people on screen to get in a clean shoot. Still, I like the game and the idea. By the way, if none of the places are lost by the end, is there a different ending?

koe415 responds:

Yeah, there's three endings based on how many locations are lost when you reach day 30. Thanks for playing!

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

writer

Joined on 12/30/12

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