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Kalisme

9 Game Reviews w/ Response

All 34 Reviews

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.

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.

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

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.

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!

Has alot of potential

I hate to be the one to have a lower score, but I do want to say I did like this demo, but after all it is just a demo. I think it does have alot of potential, but it's not quite there yet. I hope the final game has some sort of 3rd person zelda/final fantasy-esque map to walk around to get to these battles.

I'd also like to point out that the CPU player doesn't follow the same rule set as the player of the game. I think it would add to the game if the CPU character had to move square to square as you do... I guess he could be, but the delay isn't there... If that's so, add some sort of delay... It seems like he can teleport to random parts of his square... odd. Oh, and maybe use bitmap sprites for the display pictures of the characters at the top aswell... Maybe it's just me but vector imagery doesn't seem to go with bitmap sprites...

Well, sorry for the lower rating, but I do really want to check out the final version when it's released.

TheTOMEKnights responds:

The CPU player's movement is how the player should move too, but as the movement uses the cursor keys it does make that quite the impossibility. Perhaps if it's possible the numpad could be used to choose which square to go to for the player.
As for the vector VS Bitmap art, that's just the style of the series, sorry that you don't like it. ~Tails Clock

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

Age 35, Male

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