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Too buggy to be submitted.

Seriously, this isn't worth people's time to play. We should be able to expect finished projects, or at least things worth playing, not simply being enlisted as unwitting beta testers.

Since I'm nice:

- no collision detection in x-direction (able to walk through walls etc)

- collision detection very shitty (able to fall through rising/falling platform)

- why an enemy if no interaction?

That's some stuff to be getting on with.

I did actually like the graphics. But then, they weren't yours...

Bofred responds:

"I did actually like the graphics. But then, they weren't yours..."
Hay, i'm Yoshimoto from Nintendo ;)

Slick

The animations are amusing when first seen and everything here is very slick indeed, specially the intro with the blood uncovering letters.

The moves are nice and it's interesting to try it out, but there doesn't seem to be enough you can do with the elves.

You can't even kill 2 at once, even if they're within a few pixels of each other! I'd suggest you incorporate more moves, such as throwing the elves, being able to kill multiple elves...

But as it is, it may be fun for a few goes.

But despite some slick presentation, it's merely average to me.

CreativeFetus responds:

There was supposed to be a double kill bonus, but we didin't get the time. By the way, it IS possible to get 2 at once. It's hard, but I've done it.

Far better than I expected!

From your comments, I thought this was just going to be Space Invaders with different graphics. So the creature briefing raised an eyebrow and when the 2nd level started, it was obvious you'd spent a little time making this stand out a bit.

Unfortunately, I think a lot of people may just play the first level. It's a level which suggests the game will, in fact, just be space Invaders but with a slightly different movement pattern.

It's a game with a lot of thought obviously put into it.

It should be more obvious that we don't need to kill them before they reach the bottom of the screen. That messed me up a few times until I realised - when it's meant to be similar to Space Invaders, most folk will assume the same rules apply...

It was enjoyable for the most part - after playing through on Very Easy, I went back and did it on Very Hard.

The only bit I don't like is 'Mike' - there's a safe spot and it seems to be more a case of nipping out every so often when you think it's clear and getting a shot in, then going back to the safe bit than any real strategy.

A final boss should really have multiple attacks and multiple stages of destruction, but even disregarding that (let's say you couldn't do that for whatever reason) you should have had it easier to navigate in the middle, but with no safe spots.

It just seemed to be really repetitive that last guy, doing the one thing 8 times (or however many).

Anyway, got a large negative number on my first go, then 22905 after finishing on Very Hard.

Enjoyable game and I look forward to more from you.

Stay funky,
Bez

DissoluteProductions responds:

ok, you've annihalated my best score...., i finished mike quite quickly because i had a deadline if making this in one week (which i met :) ) but still i kinda liked the timing issues with him..

Functional...

The music's good, but the game itself is nothing more than functional.

If the music wasn't here, it'd be blammed for sure.

No ending? No difficulty options?

It works and you put a modicum of effort into the graphics and that, but it's really not a finished game I think. Seen it too many times before, needs something new.

Or at least better presentation, interactivity-wise.

ThePurityClock responds:

ok...

A giggle at first.

It's a top game - different from all those boring dating sims - actually a bit of humour.

There weren't enough 'encounters' with the class members etc. for my liking though. Ideally, I'd have one encounter every day or other day. Also, I'd like to not have to go out to the store and all the other areas to find them...

Lastly, only when reading the reviews did I realise that I was meant to keep motivation high for the ending.

overall - top game. Just more encounters, little games etc. would have been nice for some more crazy variety.

I actually laughed when I told that boy to 'be a man' and when I had my first hallway battle...

The main tune did get a bit irritating though. It may be long but we only hear the start of it over and over. Kinda like th DKC (Snes) tune when you fly via Funky...

DAIRYDOG responds:

Thanks for the fine review. Very dashing.

Blue hippo has an advantage

For many tries I was coming 2nd, but after realising the advantage the blue hippo seemed to have, I tried playing as that. I wasn't wrong - it was very easy to win multiple times in this position.

The game itself is fun for a few minutes, but the controls lack the tactile element necessary to make it rock.

blobbostuff responds:

the blue only has an advantage when the pink player misses

Not great.

The basic idea of the game was OK, but I really felt it needed some tweaking.

Once the slug moves as fast or faster than yourself, each level turns into 2 sections almost - flying, when you're dodging bullets, and on the ground, when you can do nothing but take damage and wait for the next level. The former seems too easy and the latter shouldn't really exist at all.

It is possible to get stuck at the top - I did so a couple of times, in the top-left whilst speeding up from the bottom right, but I found it difficult to replicate this. Not the worst thing - pressing up does bring you down, and at the start of the next level you're back to normal anyway.

Th graphics for th bg were a bit too simple imo. I really liked the tree - it had a lovely hand-drawn quality to it, with nice variations in thickness of line and a few bits uncouloured, but the grass/sky seemed almost a bit of a cop out. I would have loved the dividing line to be an actual sorta drawing of some grass, as your tree was, rather than just the line it is.

Also, a tiny bit of animation, specifically on the slug, would have not gone amiss. But I suppose I understand you just wanted to crank this out...

Music got a bit repetitive, although it wasn't the most annoying. Still, I found no on/off switch - a must in these kinda games.

Maybe if fuel (very) slowly replenished, if there was more than one fuel can per level and the slug shot more projectiles it'd be a great game. As it is, it's not.

The flying is just too easy and taking some damage after running out of fuel seems inevitable.

Btw, in a previous response to my review, you were mildly condescending, insinuating that I was talking shit re: high scores on NG. Just check out my 'dodging circles' game, for a quick example.

XSDSX responds:

Yes I remember your review. At the time what I was saying was true, however with the advent of cross-domain capabilities with Flash 7 it is now possible.

I responded to your review when Flash 6 was out.

I'm sorry if I sounded condescending, but at the time I was absolutely right.

Not too bad.

The voices were slightly harder to understand than I'd have liked (why no subtitles?) and graphics were mediocre at best. That's not the point though.

It was a fairly amusing commentary on the politicians and whilst it didn't make any profound points or anything, it's always good to take the piss out of everyone. That way no-one gets offended. ;-)

AntiClockClock responds:

Thank you.

Does exactly what it says on the tin.

It sorta amused me that before the rbbtdda, there's a smaller one that does do something.

It made me giggle a bit pushing the button and seeing it do nothing.

But I'm just wondering - how the hell are 5 folk involved in the creation of this?

format responds:

it takes alot of people to make porn!

Not a bda idea, but poorly executed.

I don't mind too much that this is unoriginal, after all, I've enjoyed multiple games with the same game-rules employed.

However, the level design and presentation is a bit off.

1 - have instructions stating what needs to be done.

2 - have a little meter showing how far you are from the exit.

3 - have the ship explode

4 - have the levels start off easier and gradually rise to their maximum difficulty.

Actually, I'm not sure that making each game-type a single level is a good idea at all. After all, it's a real pain in the arse having to replay so much you've already done. INstead, if you had only 1 game-type, but had multiple levels, only having to restart the current level if you die, that would be better.

Or maybe you could have 2 game-types, but sorta have them rotate, like Axelay on the Snes.

In any case, good luck with future projects.

Stay funky,
Bez

KentuckyJones responds:

WOW, thanks for the real constructive critism. Now I feel like jazzing up the whole game.
The ships not blowing up.. I didn't to that out of laziness but its somthing everyone has pointed out lol.
I have realised how hard it is, I guess I'll go and change what each lvl looks like, I'll also make them look nicer.
I'll probably just keep it as 2 separate games, I don't want to make it into a full fledged game.
Thankyou!

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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