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Kalisme

34 Game Reviews

9 w/ Responses

More additions?

I have to admit I was a little turned off by the fact I couldn't starve my Blop... but I guess I'm just a jerk.
Other than that I thought it was kind of fancy. I was happy to see that he grows based off the amount I feed him AND could feed him bears.

Have you considered storing food items and such in arrays? I thought it would be kind of cool if you could drop food, but if he wasn't hungry (or if he was sick) he wouldn't eat it... He might waddle over to it if he's hungry and eat it, but if it's been there too long it might make him ill... Just a thought.

Also; I saw the save/load option... I dunno if that saves sessions or anything like that, but have you considered using "Mochi Social" or some other social library? Being able to post stats, save state and invite friends on facebook and stuff might open up your audience later on.

I noticed a few glitches, but they were all just animation based so a quick adjustment to the play/stop commands in the code should fix that up pretty nicely.

Hopefully this is helpful, good work.

up-a-notch responds:

thank you for a AWESOME review dude :D

Needs to be fixed

Thankfully some other reviewer pointed out glitch that meant I needed to press "play" in the flash menu... I hope you fix that piece of the coding.

I actually did like the game... funny li'l game. Loved how all the music was just you muttering a song into a cheap mic.
I think you need to work on your coding, but I was happy to see stick figures (we need more in flash games in my opinion), and I really thought the music made the whole thing funnier. Good stuff.

The only part I didn't like was the glitch at the start.

BRILLIANT!

Wow! This is a really great flash game :D
Very addicting. Reminded me of castlevania alot. I really hope you guys make more. Everything about it was great... I loved how the enemies managed to move around the level so well when chasing you. Seems like it was coded really well and the graphics really suit it... brilliant music too.

LOVED IT!

lol... funniest thing I've played all day.
I really loved the style used to tell the story... very cute and funny.
Even if you happen to program a larger game in a more solid fashion (let's say a platformer); I really hope you keep the narative in the same style.
Great work :D

It delivered what it promised

The actual game itself worked very well as a mouse skill test... I failed... but I was using my laptops li'l pad-thingy...

I think it could be alot better with some really small additions.
A particle engine would really make the game a bit more visually
exciting... probably just simple bitmap based particles so there
wouldn't be any real noticable slowdown... very easy to implement.

Maybe some variation on the movement... nothing crazy, just some
variation on angle and speed as the game progresses... they could
probably bounce off the wall if on an angle (like pong or arkanoid physics).

Well, there's my input, hope it's helpful.
Not complaints; just suggestions. It's a very solid game in a coding sense.

JYoung007 responds:

Thanks for the feedback.

Great flash version of Populous

I really enjoyed it. I can't really say that I saw any flaws in it.
Great interface, easy to play and captured the fun of the original :D

I'd love to see a sequel using a primitive 3d engine like "Populous: the beginning" (wouldn't be too hard, you already have a solid foundation here), or a flash tribute to Dungeon Keeper.

Either way, this is a great game and I'd highly recommend it to anyone who enjoyed the old Populous games.

Really nice little platformer

I really found the nice little additions like ledge grabbing and bouncy mushrooms really touches. I also noticed that the jumping was a little awkward at times, but my computer's slow so it's probably more my problem than the actual game.
The simple but well constructed graphics were also very appealing.

My only suggestions would be the addition of frames per second correction, but it's a little annoying to add sometimes. Other than that; great stuff. I hope to see more in the future :D

ZZR responds:

Hi, thanks for the positive feedback. You could right-click and set the quality to medium or low to possibly fix any frame rate issues. I didn't notice any slow-down on my computer (core2quad @ 2.4ghz, 6gb ram) unless I made it full-screen, then it got a little choppy.

For the jumping, the main thing is to get a little speed going first before pressing jump and also to hold jump down to get a full jump. Like mario, you can control your jump height by tapping or holding down the button. Also, for consecutive jumps, Dex needs to get solid footing before making another jump, but this delay is only about half a second and intentional because I didn't want the jumping to be all spastic.

Looks really good so far

The demo looks very good so far. I haven't seen the tutorial it's based off, but I'm presuming it was quite good since the engine you've written works really well.
Can't wait to see the finished product.
I thought I might suggest somethings that might add to the game:
-maybe the addition of a 2d map that's sits over the background and
is an obsticle for the player... Sort of like R-type. Not too hard to code
and I think it would be easy to add into the existing engine.
(Of course for a level like this, the map would probably just hold
buildings near the bottom and some sky-scrapers)
-Power-ups! ...Just because everyone loves power-ups :D

Anywho, good stuff. I know it's only a demo, but it's a nicely done
demo, hence my score.

Buster60 responds:

Thanks man, Nice idea!

Would really like to see a finished version

Seems like a really nice little demo... Well, the idea is good and the coding seems nice. I'd like it more if all the buildings were usable... Maybe even a scroll so that the levels can be bigger. Wouldn't be to hard to do since you've already got the base of the coding done already. Just make the buildings into "Objects" and store all the locations in a 2d array. Not sure how this would effect the enemy AI, but it would be interesting. It would also be really fancy if it was projected as a pseudo 3d map... also not too hard at all, but maybe a bit too much (but then the graphics could remain simple but give the look of alot more effort).
Maybe add a little menu system so you can earn add on abbilities to apply to structures to strengthen the defense or something.
I really hope there is a finished version, looks like it could be fun.

Good gam but needs some rethinking?

The actual engine looks quite solid, the graphics were nice and the maps were interesting... But what was with the whole only being able to look left and right and aim only -45 to 45 degrees from where you are facing? I found it a little silly... Maybe if the Y scale of the maps were smaller or if it was a mainly hand to hand fighting styled game (like double dragon) it might make sense.
Also the whole "oh no; a fire... I need to put this out... if only I had water in gun form... Oh! An ice ray!"... I'm guessing I required a flame thrower for the ice mounds? I noticed they were impervious to grenades... I don't think a flame thrower would do much to something that grenades don't even scratch.
Sorry for seeming so cynical. I really do think it has ALOT of potential, it's just that a little rethinking would make it sooo much better.

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

Age 35, Male

Joined on 7/23/09

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