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keolamation

9 Game Reviews w/ Response

All 33 Reviews

5 reviews are hidden due to your filters.

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)

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! 🙂

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".

I scared everyone away. no one plays this. So sorry 3 1/2 cause no campaign and games is therefore unfun without other people to play with. Also, the meals are a lil glitched. I have like 40+ victories and ranked I've counted and i only have 3 victory medal.

Snakebee responds:

The medals do work as intended, there's a warning in the description that progress might not be saved if you delete your temp internet files. (clear browser history).
Inevitably, the ranked mode will be useless when the online community is dead (which it may already be). That's why if you have someone to play with, the online room and local multiplayer option is available.

was too easy. I ended up just committing spaceship suicide cause, it go boring.

raulfpl responds:

I increased the difficulty.

ehh..

one guys right... you can't go back at some parts.. Also.. there really isn't animation to judge its more like frame by frame art work. When I had a free trial of a good gaming program you can use loops still as animation.. I'm giving you 5 for effort..

But try putting some actual animation thats constent through whole game like shadows creeping or like mice scerring etc..

stigolafxcker responds:

Yeah, I agree that the rooms should feel more alive. I did have a little animation in the bathroom, but that's it.

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Joined on 12/24/07

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