"one time i did good art"
"one time i did good art"
game had a super creative idea that was well executed and had great music, a cute main character, good voice acting, a sensible progression, levels that were the right kind of challenging, and an incredibly annoying death sequence
disclaimer: totally sponsored
yes this was indeed sponsored
This is a fun game. :) The aesthetics aren't that good, but the story cracked me up and the nonsense names and the weird design of the robots are absurd and hilarious.
I wish there was a one-player version of this! Two players is SUCH A HARD CRITERION TO FULFILL OMG
Still, it's fun! Aside from the 2p part, it's not that original of a concept for a game, but at the end of the day, it was just a fun little arcade game made to experiment with a new software, right?
Good job! Looking forward to more games from you in the future, whether they be Construct, Stencyl, or anything else that might strike your fancy.
Thanks for reviewing all these small projects of mine, regardless of quality XD!
I feel that the plot is the best part of the game, due to its ridiculousness :D
The aestetics are bad indeed; I put next to no time on anything but the "programming".
Yeah. I didn't really have anyone to try the game with, so I played a single player mode to see how long I could survive, while I was making teh gameh. The single player version wasn't that entertaining, but while listening to something else in the background it was fun to play, as it demanded no real concentration.
The game is definitely not original, and it was definitely only a small result from experimenting with a software I had never tried before.
I am positively surprised with Construct 2, but I will probably stick with Stencyl, as I'm more used to it, and it feels more comfortable to me. Sadly, I won't make a new game for a while I think... Only 2 more weeks, and I'm being drafted D:
(I might not be able to leave many reviews for a while, unless I get a good phone that can actually be used for something else than calling [as well as a lag simulator]).
This is a really fun game with a really interesting mechanic! It's a shame that it's gotten so many zero-bombs; difficulty learning a language should never be a reason for people to give bad ratings.
I'm pretty sure I understand how this thing works now. From someone whose first language is English, here's my version of the rules:
1. If you click a bright square, all the colored blocks that are on a horizontal or vertical axis to it come flying towards it, stopping one square away from the one you clicked.
2. The goal is to match the colored blocks to the matching colored squares.
3. Squares stop being bright when it becomes impossible to reach them. For example, pretend that light can only more horizontally and vertically. If the colored blocks are in the way of a square so that light cannot get to it, it will stop being bright.
An example of the rules in action: On level one, if you click square directly underneath the blue block at the very top, the block at the very bottom comes flying up to one square away from the square that you clicked. Since you clicked the square, it becomes the source of the light. The block that just came flying up is blocking that light from spreading to the other squares, making them all dim.
I hope that makes sense and clears things up a bit for anyone who doesn't understand! (In all honesty, I didn't really understand until a friend explained it to me. :P )
Logicalcell, I hope you aren't too sad because of the negative comments people are giving. I know learning a language can be hard (speaking from experience here), but keep making more games! The ones you are making are fun, and you'll only get better at English. Keep it up!
Thanks very much for native explanation and encouragement.
I make an effort to get a English and lucid user interface.
This is a really fun game! It's not original. So what? It's still stupidly fun and frustrating at the same time.
I really enjoy the mechanics of this one. You seem to enjoy having interesting, button-pressing-based mechanics! I love that kind of puzzle game, which probably explains why I like this so much.
The phrase "you need to go deeper" is pretty awesome. I never realized how, well, deep that phrase was until now. It's like you're slowly drilling into the inner mind of the subject, plunging deeper and deeper into darkness as the levels proceed... (a macabre thought more fitting for your previous game, actually.)
Speaking of levels, I think they definitely could've been numbered. Also, there could be like a 'level select' thing at the beginning of the game, which you could go back to as you please. I played this game in several short segments, since I was pretty busy during the day with only short interjections for game-playing, and I was pretty dismayed to find that there was no way to make a save state. :(
The music is really nice, although you definitely could've used sound effects. Maybe you should've hired someone? I dunno.
After getting two levels past the halfway point, i am definitely at my breaking point. Even when using the "flying" technique, I still can't get past it. I wish I knew what was at the end! Why did you have to make it so hard? :D
Great game! Looking forward to more Stencyl masterpieces in the future!
Thanks for another long and positive review! You are amazing o.O
I'm glad you like my game mechanics. While I think the music (art) and atmosphere are important, the gameplay usually makes the game. I also wanted to be at least a bit original with this game, so although it's not unique, it puts its own spin on the theme.
I like the phrase "you need to go deeper" too!!! Well... I DID make it so... It was inspired by the theme being "Beneath the Surface". I felt that a dimension "beneath" the real one wasn't enough for the theme, so I made the game even... Deeper.
The theme would be pretty fitting for my previous game! Then again, That game was also so dark (the shadow too) that it would be IMPOSSIBLE to see anything if the screen was any darker XD
Aaaahhhh, the level select... I would've wanted to make one for sure! The time limit though... Maybe I will update this at some point, after the contest is over... I would like to make a simpler, randomly generated mobile version too!!! (Do you think that'd be an idea?)
The save/load function DID work for you though, did it not? It's possible to reset the save, but not to select specific levels :( The game should autosave, and send you to the level you left on :)
"Maybe you should've hired someone? I dunno."
=> Heh, good one.
"After getting two levels past the halfway point, i am definitely at my breaking point"
Only three levels more! I will here spoil what happens at the end. You notice how every level gets daker? At the end, there's only a black screen...
Why did I have to make it so hard? I guess that I personally like difficult and challenging games. Although, I'm pretty good at games in general, so I guess I accidentally apply my own skill as the standard gaming skill, which might be a mistake...
Also, I made all the levels, so it's always much easier for me to beat them than it's for others...
Once again, thanks for the review! I'll try to make even better games in the future!
Hey! Great job on your game.
It's a really interesting concept. I enjoy it, but I think you could've done a better job in explaining it in the beginning, since it took me a few levels to really understand what was going on. Perhaps you could also have led in with a story? That'd be nice.
I think the thing that most people are going to be complaining about is the anti-ball. It is REALLY hard to see. In fact, I swear it disappears in some frames of the game, which makes the game quite hard to play in some of the more difficult levels.
I really enjoyed the details that you put into this game, though. That little sound you get whenever you jump, the fact that the anti-ball is the color inverse of the player's ball... they're all really cool.
I think that there could also be a level select menu. Not only would it be easier to go back and play levels you've already had fun with, but it allows you to tell other people what level you're on. For example, I'm stuck on the level that's just a black box with the goal-circle in the top right corner. It'd be a lot easier if I could just say 'Level 18' or something.
Anyways, yeah. Level select and anti-ball being more noticeable. Still, this is a seriously cool concept and I think you could easily develop this into something much bigger. Good luck in the contest!
Thanks for such an extensive review :'D
I was in such a hurry that I had to make all the introductionary levels in about one hour. I'll try to update the game later on today, since I have a little more time. I also wanted to include lots of more story in this, but I simply haven't had time to add it yet.
I know the "anti-ball" is difficult to see, but that is part of the point, since it's a "shadow". Also, I'm quite a bad animator :p
Hahha, you managed to hear that little sound when one jumps? Good job :)
It's funny how you point out a lot of things that I wanted to do, but didn't have time for! I also want to make a level select menu, but I had to settle with a load game button for now XD
Thanks again, LunacyEcho!!!
Haha, got an Alakazam for 35 secs. This is a great game, but I wish there were more levels. Keep up the good work!
Joined on 8/29/12