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I'll agree with others in saying that this is a nice game. However, I have come across a few things that I'd like to bring attention to.

Glitches

- After getting the ale and after it began to wear off, I found myself unable to mine (whenever I'd hold down the mining button, the mining sound could be heard and a small crack in the blocks would form, but nothing would happen). It is possible that something else happened that made this happen, but I am not sure. (I got the ale again in another play through and the glitch didn't occur).
- I came across a sapphire necklace and the game refused to let me pick it up.

Bad:

- The hitboxes are a little too specific in the fact that I only had an extremely small portion of my body near a collapsing square and I died (though this is a lot better than the opposite where the hit boxes are too big)
- The miner must also be lined up pretty specifically to a passageway to get through. This becomes hinders when a cave-in is occurring and you are trying to get out of the way.
- I was upset that I couldn't go back up the ladder. Why not just add that in that the player descend and ascend levels?
- The torches really don't do anything except light up a 5x5 square (the distance the miner can see is 3x3 it isn't an extremely good thing to use unless you want to mark specific areas. Perhaps if they blinded some enemies (like the blue guy) and kept them at bay then they'd be more helpful.
- It seems that once the spider is on top of you, there is nothing you can do to escape.

Still, don't let this take away from the good.

Good:

- The music matches the feeling of the game very well. It is spooky and mysterious. Very good job.
- I love all of the collectables that the miner can gather.
- Although you cannot kill the enemies except through cave-ins, lava, and possibly (some might see this as a limitation, especially since these things can also kill the miner), but I see it as adding a mechanic of panic and desperation to the gameplay, which is also why I think the music fits. (Also, what is more desperate than causing a cave-in to protect yourself that could at the same time kill you).
- The controls are responsive and other than the two I mentioned, I have found no glitches.
- I found four different kinds of enemies, each with their own job and abilities. Very good job making unique enemies.
- I like how you explained the game in "how to play". It reminded me of the JetPack game instructions, only shorter.
- The game has great replay value since each cave is randomly generated.

Great job and I look forward to your next game.

You guys are being too hard on this games. I've played a lot of other games like this (the stickDeath series). I got through part of the first one without having to use the walkthrough and I only needed to see the walkthrough for scene two for less then 10 seconds to figure out what to do (had I experimented more, I wouldn't have needed it). Even though I needed help, the game was entertaining. By the way, there isn't much of a delay (if there is one) that it affects the gameplay. Good job on the game.

I didn't recognize your name at first! Very good job. I agree with most of the reviews below mine (a reset button would be nice, but it isn't necessary since nothing in the game can trap you). A few times I was stumped for a few seconds. As far as I can tell, there are no glitches and the objective is straight forward

My main problem with the game is that it is too short!

I hope you'll expand on this in the future. This is a very great step for you and I can tell from the good level designs that you'll continue to impress and improve with time!

The game could be pretty good, but it is lacking in certain things.

Lacking or bad:
- You can only carry one weapon at a time and the range or attack pattern of each weapon is not explained or shown until after you buy it (it would have been cool if you can carry one weapon and one spell at the least). Also, the fact that the new weapon you buy replaces the old one without returning the materials you used to build it is annoying.
- It seems as if certain weapons are best to use against certain bosses. I only reached the second and it seems that range weapons were the best to use since the boss can easily take out his melee weapon to hit you if you get close. It adds to the annoyance that the player will not know this until they meet the boss and have already made their choice in weapon, good or bad.
- Not being able to visit previous rooms, even if there was nothing left to gather in them, takes a little away from the experience, but not too much.
- I know someone else has complained about it, but the boomerang attack (as cool looking at the concept is) always seems to go around the enemies due to the limited space provided for the player on the platforms. It is still possible to hit them, but the boomerang is awkward in a way and definitely not one of my favorite weapons.
- The second room shows the way you came in being wall. (was there a cave-in?)

Good:
- The battling system for the game was interesting. Not having the player actually swing melee weapons, but have them swing themselves may show a lack of additional sprite art (no offense) or this was on purpose. Either way, it still looked kinda cool.
- There were no glitches, at least, from as far as I went in the game.
- I can see under Credit and Info you went all out gathering or making songs. Very good idea to get a sound track for your game.
- I really don't know for certain if it was the best idea, but thank you for letting the players keep the materials they gathered during the adventure even after dying. This at least allows the players to make the specific weapon they may want and need.
- As small as this may sound, thank you for putting in control instructions, a "try again" function, and for putting in a story, as short as it may be. I've played a lot of game recently that lack these traits.

I hope to see more games from you. This is definitely a step in the right direction, but it feels so limiting and cramped in the game when I feel like I should have more freedom and more ways to kill the enemies, but it was still an okay game despite its flaws (by the way, thank you for coming back and fixing the problems other players complained about). I hoped you'll keep making games. Good luck with your future projects.

i don't know exactly what square makes what note, but I really like the game! (I'm guessing the times and order that I press each square determines the rhythm and progression of the music, correct?)

Would you mind if I used this to make some music for some stuff online in the future? I'd make sure to credit your game.

There are good things and bad things about this game. Before I address them, let me address something else. DON'T GET UPSET WITH PEOPLE BECAUSE THEY DON'T KNOW WHERE THE COLLAPSE BUTTON IS BECAUSE UP UNTIL NOW, I NEVER KNEW WHERE IT WAS AND OF ALL THE GAMES I'VE PLAYED ON NEWGROUNDS, I HAVE NEVER COME ACROSS ONE THAT MENTIONED OR REQUIRED YOU TO PRESS IT TWICE TO RELOAD THE GAME SO THERE'S NO REASON TO TYPE IN BOLD LETTERS IN THE DESCRIPTION ABOUT HOW MAD YOU ARE!

Now onto the review.

Bad:
- Having to go through the opening title screen after each death gets annoying.
- I found the location of all three keys, however, I have not found a way to get back up from the bottom cloud platform after descending down to it. Also, you should make it clear which gap the player can go down because as far as I know, all other ones kill you if you pass the ground platforms.
- On the far right of the lowest, there are two floating mushrooms and a floating green pipe where there is nothing below them. Also, if you go to this location, Bowser cannot move back without moving out of sight of the camera and being killed.
- Sometimes when moving back to the left, Bowser is pressed up against the left side of the screen, making it difficult to see on coming enemies or platforms to jump onto.
- You do not specify that you can't jump on the enemies to kill them. Although you can figure this out within the first five seconds, it just seems strange not to include it in a Mario based game.
- The purpose of the apples is never specified.
- If you go to the left and quickly turn around and start shooting, the bullet bills will be facing the wrong way.

Good:
- The story is a very cool turn of events, putting Bowser in the role of hero.
- The art fits the game well.
- The sound effect for the bullet bill hitting the enemies is good not only in covering authentic, but in alerting the player of an enemy being hit out of the view of the camera. (I also liked the "Boom" popup).
- Thank you for allowing the player to jump even if they walk off the platform. This makes it easier to get the keys.
- Although I was unable to complete the game due to the mentioned problems above, I still wanted to beat it.
- I don't know if the drooling was included in the original mario game sprite for Bowser (I'm guessing not) so if this is true, it was a good addition to add.
- The death scene, even for it being a little unchanged from the original Bowser, was nice to put in, especially the flip.

I hope the problems with the game can be resolved enough for me to finish the game. Good luck with your next project.

As short as it is, the game is very good. The gameplay is smooth and fair although at times, I feel like it is too easy (even on hard mode. Just taking away the health packs does always increase the difficulty, especially if you rarely get shot. Increasing the enemies' reaction time would make it harder though). There is a glitch and a few annoyances though.

- During the training program, after I have faced the boss in a previous play through, I will sometimes start off with the shotgun.
- The cop that comes up in the lower right corner after the player gets a certain score multiplier is cool, but it makes it hard to see enemies in that part of the screen (although the game isn't randomly generated so after a few play through, the positions of the enemies should be somewhat known)
- Why is it when I shot a health pack, my multiplier disappears? I wouldn't expect it to increase, but to disappear seems a little unfair.
- I've tried multiple times on the training course, but I cannot seem to get the highest difficulty, even after a perfect run-through with no misses. Is there something I'm missing?

Still, a pretty cool game and I look forward to your next one.

Mennez responds:

Thanks for your review. If I make a sequel in the future, I will fix these bugs / issues. Good feedback, appreciated -- thanks again!

This definitely has potential to be a great game, but the game often did not register my hits, forcing my to try other moves (even then, it didn't always work). Also, there was a bug where once I got to the part where the 10 tails was confined, it didn't let me go right enough to face the fat thing. Although the game does not have "incredible art", it is still nice to look at. I love the variety of moves you put into this, but try including the rasengan as well or at least as a finisher. Please keep developing this and getting better. Had this game have been more polished (the bugs worked out, more responsive hit boxes, something to let you know when your health is going down beside the health bar, and sound affects among other things), this could be an awesome game worthy of an award (at least in my opinion).

By the way, I'd suggest adding the arrow keys as the moving controls as well.

It's an okay game. I hadn't heard of Soup Squad until now. I like medals, but how do I get Love The Liar? I've gotten every other one except that one.

People are being too harsh on this game, probably because they can't beat it. The fact that this game has no bugs and has an ending shows that it is of decent quality despite what others are saying. The game doesn't have good graphic, but why does it need it? Games are made for gameplay, not good graphics though good art does enhance a game. The controls are just fine and the hit box for the square is fairly accurate to the point where the square can jump off of a point on one of the white squares when only a small fraction of its border was still on it. It is very challenging in that there is sometimes only one possible way to get only the blocks and you have follow them all the way through. I managed to beat it and I consider it an okay game though more improvements to the graphic would be better.

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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