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Kalisme

34 Game Reviews

9 w/ Responses

Good idea

You're probably going to hate this; but I clicked on the game when I was smoking... thought it was brilliant... I started laughing and my girlfriend came over to see what it was... she thought it was great too.
So even though I'm guessing this is more of an "anti-smoking" game, I thought it was a fun quirky little idea... simple, funny and fun.

InvokeXorgPl responds:

I smoke too. Thank you for writing this short story. It gives me motivation to work.

Looks like a good start

I dunno if this is really even a beta though... it looks more like an early code test...
Well, either way it's quite nifty... maybe if you expand the light source... I presume it's meant to be a line of site of flash light... either way it's quite short.
I think once you fix the graphics (eg: change the red parts to something more like shadows), add enemy AI and more animation it could be pretty fancy.

Great idea... just wish it was longer.

I LOVE the idea... and it was quite fun, but I just wish it went for a bit longer...
Maybe an arcade mode or something... where the waiters get more afraid of you over time but have to keep serving you... Like if they started running away or deciding to randomly duck or jump as you throw while they're running off.

Great game though. Good stuff.

Good start

If it's just an engine test for map handeling it looks like a good test. The only problem I noticed is that the collision can get a bit glitchy... And I'm presuming you're using the flash hit-test thingy for checking collisions between vector shapes... I know nothing about that stuff so I can't really help, but maybe if you google it up you might find a way of stabelizing the collision checking and responces... I noticed it when I fell from a large height (I would fall through the black lines and have to jump back up onto them) and sometimes when walking up steep angles... The character would jitter a little and not walk up them until I reversed and tried again.

Well, I hope the feedback is helpful.
Good work so far :D

Slayerlizard responds:

Thanks for your response!
Yeah, this was pretty much a test to see how the game would look like here. I think I can fix the falling off-problem by adding some seethrough ground below the problematic lines, to thicken them. This would probably also fix the angle-problem.

Not sure if it lives up to the description

I felt that the game felt a li'l slapped together...
Nothing really that new and like the other reviewers pointed out, I don't think the background really "works"... It just feels like a photo was loaded in at the last second... I'm not saying that the photo should be changed (except in the intructions screen... I couldn't read it at all), but maybe you should take the photo into photoshop (or some other image editor) and create a few layers that only contain the elements that stick out of the ground... like the tree and tomb stone...
Then place in a li'l depth sorting and collision detection at the bases of the objects... this way the zombies would be able to walk behind the objects which would link the background to the game and also make it a bit more interesting... A zombie could be hidden behind a tomb and not be able to be seen until he's past it.

Well, just an idea. Nice music and I like the simplicity of the sprites.

RedArmy991 responds:

i fixed the backround, don't wory (but im not sure if its any better...plz tell me wat you would like da background to be)

Interesting idea, but a bit slow?

I like the idea, though I didn't quite understand the fact you don't control the golf club straight away... but once I figured that out the game seemed sort of cool...

Though (and maybe it's just because I might have too many applications currently running); the physics engine seems oddly slow... There isn't that many objects on the screen with physical attributes in the first level, but I noticed a large slow down... may I ask what Actionscript version you're using? If it's AS3 it seems very slow... did you code the physics engine yourself? Do you (or have you considered) use frame limiting/checking? Maybe you're updating the collision checks or rigid physics too much to try and correct detection... I dunno... I just think you should look into it...

I just think if you fixed this problem it would make the game more accesible to more players... the actual idea and mechanics are pretty good and it has alot of potential.

physicsgames responds:

Thanks for this comment. I have fixed the slowness problem.

Interesting, but slow engine...

It seems like an interesting game, but the slow down was a bit odd...
The 3d engine isn't exactly that advanced.... Unless you're using AS2;
it shouldn't be this slow... It looks like a quad based engine with vector
sprites.... There might be A* pathfinding or something... but once again
it should be quite fast in AS3... Maybe just look through the code and
see if anything noticable could be slowing it down....
Is it to do with your depth sorting algorithm?

Well anywho; it looks like a promising engine... I'd love to see this in more games... I hope you fix up the speed problem... Maybe even including frames per second checking might fix it... great work though; looks promising.

Would like to see more added

Seems like a nice little game... I wish I had my tablet plugged in... I only tried easy, but would of tried the hardest setting if I was using my tablet...

I'd love to see this game with more variety in enemies... maybe even just 2 or 3 more pigs... faster ones... one that moves based of a sine wave or something... y'know... just a li'l variation... Also a highscore board would of been good... Have you considered Mochimedia scoreboards? (I just say that kind because they're really easy to add)... I think if you just added a little more the game would be alot more addictive.

Good game though, totally distracted me from my own work for a bit there.

Very retro

I thought it was a great little game that reminded me very much of NES style mini game multiplayers... My only complaints is that maybe the computer apponent is a bit hard too early on... Seems like the 2 player would be alot of fun... especially with key-mapped control pads.

Nice platformer

The game has nice graphics and pretty good gameplay, and the addition of simple 2d box based physics was interesting... But I felt the inclusion of the physics engine didn't really add to the game much... (I only played up to level 4 though). Maybe think about adding more interesting physics puzzles... I also noticed the collision detection was a bit odd at times... it made jumping easier, but it looked really awkward.... I guess it's because of the wall jumping option though (which was a pretty cool addition)... I also noticed a weird glitch were the gun got stuck shooting for a long time while I wasn't pressing anything... But it only happened once.
Sorry if that all sounded over-critical, just thought I'd point it out, but the actual game is solid and enjoyable.

Enjoys: guava, programming, cheese, animating, music... blah blah blah?

Age 35, Male

Joined on 7/23/09

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