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keolamation

33 Game Reviews

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hmm, impressive for 3 days, I can tell you primarily an artist, (helpful input)

so for starters, you should have an alt button for charging, on the PC i noticed when I was at the edges of maps sometimes the input clips and the charging does random values. Secondly, the boarders for the the game can be off, for example, the area with first narrow area with the steel red bricks has an area you can "hang onto" that's off the map if you go out of bounds on the left sides, there's another one by the sheer cliff , there's also areas where you will "die" despite not actually being off the map, also, if you bouncing fast enough in the first "bounce box" to get up from the right side.

You can actually clip through the colliders and get stuck and you slowly glide out of the box and finally die, also, that "crutch" looking thing should have a dialog box explaining what it is cause I tried to figure out if it did something and then just gave up honestly.

Also, I get that because you made this in such a short period of time, you most likely just used triggers/colliders, and the build in rigidbody2d physics which I can think instantly explain a few of the bugs I came across and the "clunkiness" with some of the eular angles when you are aiming to launch left but somehow "grab" the right aside wall next to you, all understandable but, that removes a star from me tbh. because I can tell immediately 99% of the work was artistic and you were praying the physics engine would carry the game which leads to some very obvious issues for anyone looking for them. however, I can tell you put a lot of hours into it in the 3 days you did this. If this was a 1 month project or something and still had very obvious issues like I mentioned that could of been sorted through simply playtesting yourself I'd have to dock a few extra points, tbh honest, for WHAT it is, 4/5 which is huge but, I gotta dock ya the 0.5 cause of the physics and clipping issues. Decent game tho man and KEEP UP THE WORK! :)

YollieDevving responds:

Thanks for the feedback! Though, you got it the other way around, a lot of the artistic parts were default and the physics was heavily altered, which is probably why it feels clunky (not enough playtesting in the few days)

Doesn't work anymore. :(

honestly bro, you gotta fixed how ever your storing data, this tab starts eating up memory after like 15-20 minutes. it gets so laggy and the frames start stuttering so often the game become completely unplayable. A pixel game shouldn't be lagging my computer more than GTA 5 or COD on ultra settings. You gotta fix this homie.

penusbmic responds:

Will look into this! 🙂

hey pal, I liked it, the concept was gud, I felt the controls could be a little jerky at times, but that probably just the way you had AddForce scripted.. I think there should be the ability to change view points or a mini map. on the larger maps I found it quite hard to maneuver also, I think the right click actually holds back the ability to replay fluidly. Maybe set it to a key like space. I guess what I mean is like right clicking to start and then left clicking to begin feel awkward (for me at least). I can tell you put work into this and and it shows good work man but, like I said just a few minor things could polish it a little! Oh and to be more specific with the right clicking I would try to left click to start but, had to right and then left first level and sometimes after trying again it'd ask me to do that again and in my frustrated mind I think I'd be more precise if I could immediately hit left click again to launch straight into a new path.. If that's more clear! I loved your game but, just wanna be helpful so I hope it doesn't seem like I'm complaining haha good job man!

P.S. If you wanna review my game (not as good as yours or as complete) I'd appreciate it. I have too many ideas on the alpha I released and obviously am too scared to go in any particular direction without feedback first!!

Sincerely, Keolamation

I'm posting hoping you'll write a review on my Alpha when it comes out next week. tehe, well, I think for where it's at it's fine! now things I think you could use would be some the obvious RPG stuff, hp pots and maybe switch the heart system with an actual bar or vial that way you could work with a lil more float var ranges and something I added into may games that pretty standard I think could work well would be a power up. like a space bar or down arrow AoE ground SMASH making like a cool shock wave. the Ariel strike is really abusable if you finger mash that you'll never get hit in the game also maybe try a ranged enemy and maybe upgrade?? so if you wanna spawn lesser enemies later in game you can kill them a little faster to hurry or, not to keep the difficulty curve high. Not really sure what you your plans are so, I don't know really. I see the castlevania tag so maybe you won't but, it would be cool to have a active map that has various traps or timing events. those are always cool bro! I'm rating 5 but only giving you 4 on review simply because it's not finished and I feel it's unfair to judge low or high comparing to a finished game... thumbs up for effort and keep going looks good so far!

--Sincerely, Keolamation

I can't decide whether or not to give you higher or lower stars than this so leaving it here.. So, I came upon this because I'm getting ready to publish a game myself on this site in probably another week. just an alpha.. Same amount levels but WAAYYYY more game play.. I can tell you copy-pasted the code you have and that the other reason there are key press conflicts and you don't know how to fix it. lol. there is nothing wrong with unity Physics engine, your problem is you based your key presses off something that is a trigger maybe an anim.Play("this") trigger i use that a lot for level managers and even destruction/hits but, only if you take away the collider after doing so... you need to set a mass and velocity variable for your jump the gravity doesnt matter much since everything is a box collider and not a rigid body except your character and if you put a update listener for the double jump IF the character hasn't collided with an object that has a bool set as "ground" so if(Input.KeyIsDown(KeyCode.Space)){ playerjump;} well, in playerjump you can add an int that is maxjumps = 2 so, when you jump and hit space you ++ the maxjumps and if maxjumps =< 2 then failjump and if you collide with the bool "ground" it can make maxjumps = 0 since it's an int right? BOOM fixed your double jump issues. now, I'm not fixing your whole code "for free" lololol but yeah that's great ground work...

and 2ndly, I develop similar games, i love a high difficulty curve but, it's useless if mechanics don't work right. try making your levels a little bigger also, try adding in a UI hp that allows you to get hit once.. also,, FIX YOUR HIT BOXES!! They are not good, I could tell plenty of times playing that I would "blow up" when clearly not touching an object...

2ndly put a little more work into your environment I get it. I am stuck with gimp and all the freeware too but, that doesn't stop me from making my graphics great by taking pictures of RL objects and splicing it with editing and tweening. I can tell your were a little lazy in some parts. You really need to try learning these codes yourself and not copy paste. It's tempting not to "source" some of your coding but, you'll be very happy in the long run. When I was learning I would purposely stay behind on old content and challange myself to see how complex I could make something with just with just input, txt, and public void LoadLevel (string name){ attached to a few buttons. you make a lot of unposted work like I have and most programmers do so you don't post to a website until it's more refined. it's okay to cut corners like I said, I do it all the time with anim.Play and animation events with void functions with no update triggers. but, make sure it works correctly.

Keep trying and you'll get there obviously but, you need to do the uncomfortable head pounding shit too that you won't wanna do.. lolol keep up the progress!!

filipanton1 responds:

Not quite sure what you mean with "double jump issues".

Controls suck donkey dick..

So, when is the specter knight 2 coming out? I'll definitely play it. :)

https://www.twitch.tv/keolamation

keola @keolamation

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Joined on 12/24/07

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