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Not enough interesting things to do...

I kinda liked the design of the skeletal robot bunny.

Some of the graphics could have been a lot better - specially the fire. Also the bunny itself could have used some shading.

I liked the explosions though.

You really need to work on your button hitboxes. Make filled rectangles in the 'hit' frame so it's easier to click.

A bit lacking in stuff to do but as I said I like the designof the character.

Just work on brushing up on your drawing style now.

KidneyThief responds:

This is exactly the kinda criticism i was looking for thx. =)

Looking forward to seeing the next iteration.

So often, I've read a title, thought to myself, "Hey! Maybe that's about _________ ______ ________! That'd be awesome!" only to be disappointed.

Not so here.

Mega-points for what I believe is a unique idea.

You seriously need to expand this and develop it further. One problem here is the repetitive nature (not that the original had a lot of variance). Maybe give us more ways to interact with the environment? Or maybe just have a short timer for how long we can push a direction for, but have the influence be more? That way strategy could maybe play a bigger role.

I found it irksome the way we start each level with more time. Maybe instead, you could have time extensions when we reach a new level?

Also, a few graphical tweaks and some audio would make the game more involving.

I love the concept, but the realisation still needs to be worked upon.

Looking forward to seeing the next iteration.

Pleased to see others making kana-teaching games.

This is awesome!

I'm fairly good at the kana, having progressed to learning a couple of hundred kanji... but I'm out of practise.

This game made me realise that I'm no longer as fast as I used to be - takes me a while to distinguish shi/so/n/tsu in katakana and there were a few letters that I slowed down on.

The game is fun for a quick blast and the basic rules are solid.

However, it needs a few tweaks to be a great education tool.

Firstly, you need to tell us the kana we miss. When something is missed, flash up the kana and the romaji for us to remember it. Maybe clear the screen and delay newcomers so that for a couple of seconds we can focus on making a mental note of our mistake. Also, that would avoid vicious cycles of losing.

As it is, we don't really ever have a moment were we think, "Ah! That's what I missed! I'd better remember that for next time!" and the game suffers as a result imo.

Also, a few other tweaks like changing the music/environment as we go and having clearer indicators of how the score works and what we're aiming for.

It feels a little lacking in terms of goals.

I'd love to see this taken further though and am pleased to see someone else making a game of this ilk. Good stuff.

I spent way too long playing this.

After 4 hours, I've finally beaten all the kingdoms... and I have to ask myself, 'why?'

The system of shitloads of weapons/armour as well as a bunch of modifiers (blind/great/lucky...) that can be applied to any one is a cool idea and helps give some of the items a unique feel.

I did feel that the whole game has maybe too many items - it's safe to ignore all but a few of them but they're so badly organised (without being seperated by type or anything) that going through them can be a bit of a chore, as can selling them for gold.

A 'sell all' or 'sell all non-magical' button would have been much appreciated.

After dying a few times whilst hoping to finish off an army myself, I realised that the key lay in the +1/3 potions. Since they heal you as well, they obsolete the 'personal' potions.

After I got the berserkers, the rest of the game was beaten rather quickly and I was disappointed to find no congratulatory screen or ending.

I'm not sure if this game is meant to be about just comparing stats, aiming the bow/crossbow firing and healing tropps up or turning on frenzy once in a while, but that's how it turned out. To me, it seemed mostly a grind.

The game got into some sort of infinite loop or something twice just as I died, meaning I had to turn off AS with the prompt that comes up, close then open.

Also, quests seemed to stop working properly later in the game, with cash not being given.

The graphics are decent and I'm impressed by the item-generation.

You've obviously kept me playing a fair while and managed to latch onto my completist OCD tendencies.

But I just didn't find it an enjoyable nor a fulfilling game.

Not enough to differentiate this.

I liked the level-based structure.

I felt there were a lack of signals - when we die, tell us if it's a time-out or because we hit bush too many times. Speaking of which, it seemed counter-intuitive to me to avoid Bush. And a red flashing when we're running out of time might be cool.

The music got really annoying.

I never understood what was happening with the folk falling from the sky - am I meant to be able to hit them? I never worked out how. Or are they just there to distract us?

Though the level-based strategy seemed a nice change in theory from the time-limit we normally get, that's not enough to make it stand above the plethora of whack-a-mole games already online.

My fave was Stamper.

The modified staff pics are awesome, as are the voices. Great humour and very skillfully executed - at first I didn't realise the pics were different! (The first one I saw was MC).

My fave was Stamper.

Though you show the gold auras, which the FAQs don't do, I didn't really see much point in regurgitating all the B/P and whistle icons.

I also liked the credits animation.

The staff page is awesome, but the regurgitated sections let it down.

Fierras responds:

Yeah, I know what you mean. There were some parts that were planned. Others I just started changing them to make it more fun. Still, I do think new users will appreciate the effort.

I'm also glad you liked it, makes the time spent making this worth while. :)

I hate the concept and execution both.

Not sure if there even are 'prizes'. Personally, I'd bet against it.

In any case, this is a terrible game, with imprecise objectives and a real lack of obstacles on the road to 'success'.

At first I thought the mouse or cheese would be interactive! To all intents and purposes, this could be a static screen.

Brilliant concept, some coool execution.

Haha! Tchaqui Nouris!

Great concept and I liked the variety in here. 4 short game-types is plenty to flesh out a joke and make me smile.

The graphics could have been a bit better - specially on the eponymous hero and his walking cycle.

The Mario game was probably the weakest imo, due to his slow speed. I liked Sonic and Mario Kart best.

I'd love to see further reinventions of games lengthening this entry, but I love the concept regardless.

Needs more work.

28pts on Insane.

The paddle isn't high enough contrast with the background for my liking. Also, the fact that you let us draw all over and obscure the screen just seems silly. At first, I thought maybe that was part of the game mechanics

When we're selecting the difficulty, make it clearer what's been cleared and when we die, have a 1-click replay button.

Not the worst start, but keep working on this

Almost as shit as the inspiration.

Cool game, DEF.

Well, the text made me smile anyway. I liked the graphics for the book.

The game itself was pretty boring, as could be expected, and I decided after round 4 (I think) that to play any longer would be a waste of my time.

Maybe you could have made it even more annoying and shitty?

DingoEatingFuzz responds:

Thanks, and thank Photoshop for the book. Just a few clicks with some grunge brushes, some swipes with the burn tool and a couple overlays and a boring book gets interesting.

As for the annoying piece a crap value, I didn't want to go so over the top that it became a piece of crap noob flash. Or else it would have been even more pointless to make.

I am BEhrooZ Bahman Shahriari. I am a man. For years, I have been (sometimes) called... BEZMAN!

Age 41, Male

Glasgow, Scotland

Joined on 8/16/01

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