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the seemingly

Played 2x. Lost at around 160, then 88.

++++ Controlling the figure is intrinsically fun.

+++ Many visually arresting figures.

------ When I lost I was never sure why. The 2nd time I was playing though, the figure went a bit out of control and wouldn't stop bouncing, so I failed 3 in a row.

==
An amazing idea and I'd love to play through the crazier ideas you mention in the comments. But the seemingly unfair buzzes ruined the game for me.

vectors but don't think

+++ Loved the design of the characters. Cute. Specially like the plankton.

+++ Cool tune.

---- Little or no variation as game progresses.

------- Our score isn't reset to 0 when we start a new game - we start with the score we finished.

--- No reason to bump into the starry thing unless it's right on a plankton.

++ Simple to understand gameplay.

==
Enjoyed seeing the vectors but don't think it's really worth any extended playtime.

Maybe you could have starry things sorta scroll left to right, with various movements... starting off, they could move in a straight line, then drifting in one direction, then moving up and down, homing in on you at the y-direction, maybe changing size...

and the plankton should probably be on the left half then.

Anyway, hope you take this further. The cool characters, even if 'inspired' by Electroplankton, should be used again.

DeInfierno responds:

im planing on adding new badies and some alternate gameplay, but im not great with actionscript.

a few more variables

Played until around 88. Then let a few pass by and after around a few did so, I closed the window.

++ Fairly groovy tune

-- Though I found the loop too short/repetitive.

----- Takes little effort to play a 'perfect' game.

----- Very repetitive with no interesting variations.

++ I noticed it getting faster.

++ Bright colours...

==
Some decent aspects, but a boring game. Tweak a few numbers, maybe introduce a few more variables... and it may actually be interesting.

I'd suggest generally keeping away from straight 'click this' gameplay. Maybe have us throw the pins or something?

And if it is gonna be just clicking, maybe have them pass in more complicated formations. Maybe have balloons in other balloons?

probably won't be

+++ Great gfx. Love the simple retro graphics style.

++ amusing story.

---- In the first level, though a nice introduction for movement and controls, it takes too long for what amounts to only slog.
I'd prefer it if there were fewer pieces to collect or if the LePusse ran faster.

----- In the louvre, I couldn't get the TNT to blow. I went to the switches, flicked them to the right, then went back and it still wouldn't blow. I went to the left to see if I'd missed anything. Went to the right and I now couldn't move past the first switch. Tried TNT again. No result.

-- I'd prefer it if we could vary the jumps.

+++ Great music. Though just short loops, they fit the mood well and and fairly crisp.

==
I gave up after the problem in level 2 and probably won't be returning.

The gfx are super but this has some issues to be sorted I feel.

Peturo responds:

oh its a shame you couldnt make it past level 2, i have the Cheats in there if you would like to see the rest of the game. I think it is unfair to review a game when you have not seen the whole thing. there is not a bug with the TNT though i have checked, you have to HOLD DOWN "D" at the piller... flicking the switches opens the door,

It is a Action/Puzzle/Adventure game so its understandable that you might run into some troubles trying to figure out what to do..

really seen

I played it and eventually completed the whole thing. Though I never gained access to the bonus area having only seen (and collected) the one coin on screen 3 (I think).

+ Rotating eyes.

++ Jolly loop.

- Though bgm loop is too short.

--- Seems a bit too strict. It'd maybe be a nice touch if we got 2 energy points or something. I mean Mario give you 2 chances for a reason... redoing things we've done already a fair few times isn't much fun. Or maybe even have a 'checkpoint' every screen?

- Maybe introduction to squares should be easier? Maybe have the first one be smaller or something.

--- Bg 'hills' are the same colour as platforms. Desaturate the bg maybe. Also, put in more visual detail mebbe.

- not much variation.

++ I was pleased to see the smaller whizzy squares.

+++ Last level had a few kinda nice bits of variation.

++ englishman's voice was kinda cool.

==
Similar to many other games, but just not as good. On the other hand, I haven't really seen as 'precise' a platform game on NG before. Most have such additions as shooting or whatever.

There is potential here, but it's just not really a lot of fun to play as it is.

catch up

Started on easy. Got all items. Started on hard. Got power wave. Played a couple more rounds, decided to quit.

++ Attrition is kinda addictive, specially when we have unknown goodies to work towards.

+++ Pumping music sets high tempo well.

++ Cool BG

- Core mechanic of simply clicking is a tad dull.

---- Even on hard, we can get the power wave without /too/ much trouble. After that, we can get by for a while, simply clicking in the centre.

----- Nothing really lies beyond that attrition.

==
I enjoyed it to begin with, but without any sign of an end, a forced rethink of tactics or a difficulty curve to catch up and prove more challenging, there was no point going on.

At the end, I almost feel like there was little point beginning. It's not a bad game, but is like too many others and really lacks variety.

Maybe you could have added some other enemies that look different, move slower, and take more than one hit to kill. Maybe another kind that simply moves faster. Then maybe another that moves in before spawning regular cells...

These kinds of alternate enemies would help give it the diversity and depth it so sorely needs.

Over-Kill responds:

Thanks for the ideas.

various contraptions

+++ Uncertainty of what lies ahead is a good proverbial carrot.

+++ Some interesting traps.

--- Stickman seems too hard to control. I'd suggest giving us control over x-direction even in mid-air and not making him bounce so much when he hits the side of a platform (multiply maybe by -0.4 instead of -1 or whatever it currently is).

- Feetdon't match ground. Distracting and slightly annoying.

++ I like the 'dingo eating fuzz' intro with the silhouettes. Though not the texture after so much.

==
Carried on playing for a while to see the various contraptions. Then I just got too sick of not being able to easily control my movement and quit.

Could be totally awesome if you rejigged it.

I feel

Played, worked out what I was doing, failed first level.

Started again, started falling asleep on level 3, failed that level.

++ some amusing quotes.

-- Why have them cut off as soon as we start to refill?

--- Little strategy to the game.

+++ Slick gfx.

++ Slightly amusing theme.

==
Cool concept, but more needed to be done with the idea, I feel. Maybe if fire spread, or certain objects exploded (maybe flashing red first) and needed earlier attention, it'd be more interesting.

After working it out

Played 'weekday' mode. Worked out gameplay. Quit. Read instructions to double check. Played 'patchday' mode. Got 165ish. Played again, giving up after around 300 as I'd gotten bored and I wasn't losing. (All were on green.)

++ 'industrial' sounding bgm. fits theme.

+++ cool server design.

--- Too repetitive with no new strategies needing to be used.
Maybe if - for example - you had lines slowly shooting up the wires and each time a line hit a hamster it lost energy, we'd feel like we had more info to work out a more interesting strategy. Later on, you could have occasional lines of other colours, every so many beats. They'd maybe take off 40HP and we'd kinda have to prepare for them.

==
Anyway, I think a bit more depth was needed. After working it out, it went on too long without offering any surprises, any interesting variation or any real potential for strategies to develop.

but not

After some difficulties working out how to select the materials, I worked out how to heat the copper, but couldn't hammer it when it was on the anvil.

I voted '2', read the review about having to heat steel first, then did just that. When I heated the copper, it wouldn't drop, so I switched to the hammer to see if I could affect the steel.When I tried grabbing the copper again, it wouldn't heat up.

-- No hints as to what to do. A hint button could work really well.

------ Evidently has some bugs and dead-ends. Dead ends are a terrible thing.

-- No audio feedback. A wee sound for when the metal is ready to be dropped (for example) would be useful.

+ functional graphics.

++ Interesting premise.

==
Try again. I like the idea but not the execution.

I'd love to see a better version of this.

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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