00:00
00:00
View Profile Ditocoaf

70 Game Reviews

15 w/ Responses

Great style!

I love it when a game manages to avoid most cliches in visual design. This game did that very well! The look, feel, and sound had me from the very beginning, and they stayed enthralling until I died.

The gameplay was very fun, but my gun felt pretty useless after the very first section. When none of the enemies are killable, it's an avoidance game, but it looked so much like I should be able to shoot things, that I never stopped trying. The bosses always were a relief in that way; it felt good when the bullet hit something and actually had an effect.

Lack of a continue option is the only thing keeping me from playing this longer. I got to the boss like a spiky-snake thingy, and died. While this game is definitely fun enough that I want to keep playing, replaying the first few sections sounds horribly boring right now, after I'd already made it that far. The game can still be hard without making the player redo the entire thing if they screw up one too many times. If you had fewer lives, but with checkpoints after each boss, then the game would be excellent.

Volcanic-Penguin responds:

Thanks! :) And those are definitely some good points!

Great, Frustrating

I loved this game when I was linked to it on your site a couple months ago, and I still love it now. It's one of the rare games that manages to have smooth, almost-flawless gameplay, and maintain an outstanding look, sound and feel.

My only problem is that, while the score system encourages you to collect the bubbles, the level framework discourages you to do so. I can't tell you how many times I've missed a bubble, accidentally slid out of the level, and had to restart the ENTIRE GAME, simply because I'm not allowed to go back a level. Since you added mid-level checkpoints, it makes the problem worse! I think by now I could easily get 100% bubbles, if there were a "jump to level" button (or even an option to replay the recently completed level instead of continuing). I don't think I'll ever have the patience to get 100% in one try with absolutely no mistakes.

Great!

I really enjoyed this game. It's been a while since an avoidance game had quite this level of polish and class. I'm disappointed that the lvl 3 song, my favorite, is the one not availible for download, but I can live with that. Just playing though a level is relaxing yet challenging!

My only complaint is that the difficulty jump from level 3 to the boss battle is crazy! I could get through level three without a single death the first try, but the boss battle has foiled me ten times and counting. Replaying level 3 from the beginning every time you lose to the boss, regardless of saves, gets quite frustrating.

Excellent, great fun

I actually gasped when the barrier disappeared. Of course it was going to happen, I just can't believe I didn't expect it. This game is incredibly addicting, and since it's so fast I can't look away from the screen for a second.

But it really needs two things: first, a pause button. Preferably something easy to hit in an emergency, such as the spacebar. This is especially necessary because of the second lacking: there's no way for the player to know how close he is to death. I have no idea what determines a Game Over, and it would really be nice to know.

After playing for a couple minutes on the first game, I began to wonder how much longer the game would last. I'd been letting ships get past, and I didn't know whether the game would keep going for five more minutes, or if I'd die in the next couple seconds. I hoped that the game would keep going (the challenge curve is perfect), but being unable to look away from the screen for even a second, for that long, is a little much.

Of course, all that is only a problem because I was having so much fun playing. Thanks for making something so entertaining!

Could be very fun, but too much waiting

There's way too much of a pause between each word. I would reccomend speeding up the fighting animations, shortening the victory cheer (or removing it), shortening/speeding up the walk to the next monster, and removing the countdown alltogether. As it is, the game is only 5% me playing, and 95% me waiting to play again.

With a faster pace, and more variety, this game would be incredibly fun! It's a good idea, and a mostly good implementation.

Looks interesting, if I could progress

I'm also having the problem with the boomerang (Firefox / OSX / Intel ). The game looks promising, but this bug makes it unplayable for a lot of your audience!

Great!

Best online game I've played in a long time. The physics are really impressive, and it's just overall fun to play.

Only complaint I would have is that the kill zone around the spikes is REALLY unforgiving. It's been many times that I thought I was standing on the ground next to the spikes, but apparently I was standing on them.

Great graphics, awkward gameplay

A dynamic camera like that is usually bad for a game with platforming: players want to see where they're jumping to. Having the camera zoomed in to the character (or zoomed out to show enemies, but only in the direction that you're moving away from) forces you to run blindly into an offscreen area. It would help if there were certain points of the landscape (like ledges) that the dynamic camera tried to zoom out to show.

But beyond that, the game was excellent. It had a nice surreal feel, and the different graphical elements combined so smoothly that it didn't look much like a game at all; it looked like some carefully-designed movie short. Well done!

Great!

I tend to love most of your stuff. This was far from an exception.

I finally finished the final level (played them all in order), and am at a complete loss as to how to find the _real_ ending.

Nice!

I agree with 56Bagels below... these controls in a full-blown platformer would make for a very very good game. I felt totally in control of the character, and dodging the swarms of bullets and explosives was incredibly fluid and enjoyable (though of course challenging).

Every time I went from a rock drop into a roll, then jumped out of that roll again, slipping between two bullets, doing a couple more midair jumps narrowly missing several hits, then plummeting back into a roll... Every time that happened, I couldn't help but grin. And I can't state enough how good it felt to rock drop into a roll -- you designed some excellent controls.

I'd write something here, but only if it wasn't clever.

Age 34, Male

Portland, OR

Joined on 11/12/08

Level:
9
Exp Points:
740 / 900
Exp Rank:
88,776
Vote Power:
5.09 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
1
Saves:
22
B/P Bonus:
0%
Whistle:
Normal
Medals:
477