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Zir0

197 Game Reviews

78 w/ Responses

Neat Game

Hey.

Very nice Zelda-like attempt.

Gameplay
- Pretty solid for the most part.

Controls
- Fairly easy to control the character.

- I see that you can use the S key (I think it was) to end a conversation at any time. This is neat, but, since you use the A key to continue the conversation, the A key should also be able to end the conversation when there is no more to be said. It's more convenient to be able to use the same key for that.

- You should be able to swing the sword while moving.

- Allow the player to enter/exit houses, doors, etc. simply by walking into them, instead of having to press an extra key.

Audio
- Audio quality is pretty good. There aren;t many sounds, but should you expand on this, don't fall into the trap of becoming monotonous with sounds. For example, if there is a sound effect that occurs quite frequently, and is usually caused by the player, provide 2, 3, or even 4 similar sounding effects for the same event.

Graphics
- The graphics are a bit too simple, but overall, they're good.

- The black areas at the end of the maps look creepy. :-P

Notes/Polish/Other

- The acknowledgment of collecting items is a bit over dramatic. :-P
Save that for the major items. You know how, when you pick up the mini-potions that instantly add a little health? Do your rupees and bombs like that as well. Simply play a subtle sound, and be done with it. However, for bombs, and any other quantity-based items, you can do the dramatic effect the FIRST time you get them.

- When I was fighting the giant blob boss, it hit me, and I got stuck in the wall. Then, it killed meh. :-P

Not too many non-casual Flash games like this come along. Would really like to see this developed much more.

Good job, soldier.

_________________
- Ziro out.

Some Corrections

Hey.

Interesting set of questions. (-:

While I am not here to provide any answers, I do want to point out some spelling and grammar suggestions, if I may:

The following words are misspelled:
Q4 - installed;
Q7 - written;
Q10 - discovered;
Q11 - battery;
Q14 - lose
Q15 - hips

Here are some grammatical corrections:

Q4 - Insert a comma between "Why" and "When"

Q7 - Change the entire question to:
"Why is the word "separated" written all together, and the words "all together" are written separately"

Q8 - Change the beginning to either "Why do other planets' moons have names"..., or "Why do the moons of other planets have names"... .

Q14 - Change "why do" to "Why, when" for the following reasons:

1) When you say "Why do", the subject must be plural. Since the subject (someone) is singular, you'd say "Why does";

2). Even if you changed it to "Why does", it still would be incorrect. In this context, since you are talking about an instance of time in which something occurs, you say, "Why, when".

Make more brainteaser questions. (-:

___________________
- Ziro out.

Too Linear

Hey.

Basically, it's just a slugfest of button mashings to the death.

Also, the music didn't seem to fit, and the knife sound is monotonous and gets annoying quickly. It's lacking sounds, as that was really the only sound I noticed.

This game is probably best suited for 2 players, because the AI behaviors remind me of the same lowball tactics used by AI from games from certain other versus fighter games.

Repetitive and quite annoying.

The artwork is pretty good, however.

______________
- Ziro out.

SeethingSwarm responds:

The mucic and art is supposed to be in contrast to the rest of the game, but whatever. It is meant to be a hard game :)

More User Friendly

Hey.

If you're making a beginner's tutorial, then it would be a big help to show screen shots as you go through the steps (a picture is worth a thousand words (-: ). It looks like you're walking the beginner through using the Flash editor.

Start off with an introduction by actually telling the beginner about the button, and what it will do, instead of just saying "Final Product".

There are several typos in the tutorial as well.

Also, tell the beginner which software you are using. Include what software you're using (CS3, CS4, etc.). Also, include any prerequisite knowledge that may apply to your tutorial.

_________________
- Zir0 out.

billowillo responds:

thanks for the feedback, in the next installment ill be sure to add some pictures, there are typos? i thought i got them all...

Needs More Work

Hey.

Needs some sounds.

You should keep the mouse pointer visible, so players don't move it off the flash window. Reason is, the player's chopper doesn't instantly track the mouse (which is good), but you need some kind of visual indicator for the mouse. To compensate, I right-click to bring up the context menu, which unhides the mouse pointer, then simply closed the window.

The only difference between the rockets and the bombs is one is bigger than the other. Not much uniqeness there.

The chopper needs more weapons and power ups. Speed boost, armor, maybe some kind of "hunter" weapon, faster pulse (rapid fire), the whole nine yards.

It gets boring quite fast.

_______________
- Ziro out.

Just a Few Things

Hey.

The game and the Mochi-ads start at the same time. I can actually start playing the game, but then the Mochi-ad comes and takes over. :-P

Seems that the objects are randomly generated. This is good, however, there should be some logic in determining which objects are generated as well. Currently, the game may generate a situation such that getting injured or killed are inevitable. (For example, I may be standing on the safe platform, and a bunch of spiked platforms appear. Maybe a fall-through platform appears, but there's nothing safe under it.)

The sound that plays when you die is annoying. All the other sounds are fine.

________________
- Ziro out.

Needs More Gameplay

Hey.

This is similar to a mouse-avoider type game, except you're using the keyboard, and can only move horizontally.

You have the basic time power-up, but the instant level exit is good because it's rather uncommon (I think).

The game needs something to mix it up a bit: Some suggestions:

- An icon that changes the icon you need to collect. For example, say you need to collect the blue-colored icons, then you collect this power up, it will change the required to a different icon of random type. A different idea is when this icon is collected, the required icon will change to the NEXT icon that the player picks up. ;-)

- An icon that changes the speed of your cart. This could be power-up and power-down icons, that last for a short amount of time.

Good skill with your game.

___________________
- Zir0 out.

willcheng responds:

Thanks for all the suggestions and the detailed review.

Not Bad

Hey.

Interesting concept. Just a few things:

- I received this ActionScript run-time error while the game was loading:

Error #2044: Unhandled securityError:. text=Error #2048: Security sandbox violation: http://uploads.ungrounded.net/490000/
490585_octomom_2009_04_08c_ext1.swf cannot load data from ../../gamequotes.xml.
at octomom_2009_fla::MainTimeline/frame1 ()

After I closed the error message window, the game seemed okay.

- Also, there is a delay in the appearance of the preloader. I get a blank, white screen (it's actually loading at this time), then the above error message appears, once it seems to be fully loaded.

- Is there a way you can swap the picked up food item with another food item? If you click a food item, and no baby wants it (the babies want something else), then you're stuck with it, until a baby wants it, provided the former babies don't get sick because you can't switch to the proper food item.

- Good job providing several different sounds for the same events. Makes the game much less monotonous in the audio department. The selected music is nice and subtle as well.

- Is there a way to pause the game? Also, the game should probably automatically pause if you're looking at the recipes.

- The character walking around gets in the way. However, I presume this is by design. (-:

Nice game.

____________________
- Ziro out.

Needs lots of Work

Hey.

Nice attempt. You seem to have _some_ of the _very_ basics down of a platform engine.

Lots of odd behavior and some of the major ones are:

- I can only seem to run left of right on platforms. The player character seems to get stuck sometimes.

- Center the character instead of having him so far to the left, so when moving to the left, the player can see what's coming.

- When I get killed, the game just goes on and on. I have to restart the Flash to play again.

- What's up with this blue area off to the right, preceded by a green arrow? (-:

- Please submit complete projects to NG. This seems more like a test.

Good skill.

________________
- Ziro out.

Nice Chat App

Hey.

Finally able to get in as a Guest. (-:

The real-time chatters should like this app.

Basic functionality so far, but this has potential, soldier.
Keep working on it and building it up. |-:

________________
- Zir0 out.

If you're looking to build a 2D, single-player HTML5 Canvas game, look no further. I code games using TypeScript + Phaser 3.

Cartrell @Zir0

Male

Gameplay Coder

Michigan, USA

Joined on 2/4/09

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