00:00
00:00
View Profile DarkSword

5 Game Reviews w/ Response

All 49 Reviews

That's a fair game. Here is a bug report: when you dash into the next level (from the chest level to the first boss) your character doesn't work, you can't do anything and you die.

The double jump upgrade comes back even if you purchased it

Graphics are ok, but menus are kinda bare-bone. No level except bosses, grinding is too high for the begining, you need to make pretty much everything better. Music is simple but good tho, I find it to be one of the highlights of the game.

I'm sure you can finish this game and make it good, but it takes time and proper testing (multiple people trying to break it). You gotta be patient, the rewards are much better for game devs if they take the time to make their creation as good as they can be, else, your efforts are pretty much wasted. Hope it help.. : /

cheers!

rhys510 responds:

it does help thanks :D

More than your average flash

Even tho I'm not a fan of this game type, I enjoyed it very much. The gameplay was well tought, the music is very fitting and good, overall the game is well balanced between gameplay, graphics, music and sound effects. Difficulty is spot on I think, not much to say on the bad side, except ONE annoying thing. On the skill tree screen, the remaining/total skill points is pale green on very light gray, and is a pain to read! (at least for me). That would be the only thing bad I could say about this game. Thanks, keep up the good work!

StormAlligator responds:

Thank you for your review :)

You must be playing an old version of the game, because we corrected the skill points display, so that it's more easy to read. The last version is 1.36v (you can find the version number at the bottom left of the title screen).

Awsome visual, nice gameplay, pro feel, some flaws

Very nice game, the visuals are really stunning, good animations, nice consistent art style. The control is good, the gameplay is good, everything is pretty solid except difficulty. This is not really difficult because of learning curve or too much ennemy, it's simply visual. The DNA sequence is too disrupting, we don't see much else. Same goes for the player's, I lost it sometimes. presonnaly, I would dim the DNA sequence to make things clearer, and possible fade it back to full brightness when player get's a cube... might be one way to improve it, I dunno..

nice one anyway

Krobill responds:

The dark aspect of hostiles, is there to contrast with the very bright aspect of cubes. That's as much as I could do to allow good distinction between the two aspect of the game.
In fact, I did try to change the color of cubes wether you have one or not, but it doesn't work. You have to see correct colors at all time, to be able to plan in which order you will pick the cubes available to build combos.

You're totally right when you say the main difficulty of the game lies in its visual complexity. I've spent a long time thinking about all I could do about this. Now my favorite situations when I play the game are intricate clutters of monsters, cubes, and power-ups spread all across the screen. I most like having to plan my moves jumping from one cube / invulnerability to another while dodging hostiles and building combos even If's total visual madness. I guess I'm at peace with this 'flaw' because I think it's in the nature of this game or at least my implementation of it. I understand though that it wont appeal to everyone ^^

Age 44, Male

tech artist, coder

Québec, Canada

Joined on 5/25/09

Level:
7
Exp Points:
446 / 550
Exp Rank:
> 100,000
Vote Power:
4.89 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
1
Saves:
19
B/P Bonus:
0%
Whistle:
Normal
Medals:
1,323