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Skeik

88 Game Reviews

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Great game in concept

It's just that Flash isn't a very good platform for long games like this. That said I enjoy all the work put into it, the depth of the voice acting and the length. I don't know how long all the other stages will be but this game must be massive, not to mention all the different little mini-games. On par with old SNES platformers and brawlers, and that's what I think you were going for.

That said, fighting enemies was pretty frustrating, especially coming back to a screen to find everything respawned when I stepped out for just a moment. Because of that it's very unrewarding to fight enemies and I found myself just running past them. Other then that my only problem is the graphics.

I'm sure that it would be difficult to get high quality art for such a long and expansive game (from what I see each stage has new tiles, enemies, people etc.) but right now it's the only barrier keeping your game from connecting better with people IMO. Your sprites and backgrounds are very flat and dull, and I think it takes away from the experience. Riding through the tundra on snowmobile shooting at other bikers was awesome, but it would be even more awesome if the art was detailed and immersive, to an extent.

Not a bad game by any means it's just that improved graphics would add so much to it. Maybe start practicing for your next game, read an art book or something?

Pretty fun

I was going to say something about how doodle god did this idea already, but this game is much more interactive and the combinations make a lot more sense.

Remember playing this when it was released

I'm surprised it didn't get more recognition here. Everything was spot on, but I think the big thing that made this game for me was the sound quality. It was really professional.

Nice style and presentation

Just not a lot of innovation. There aren't many unique ideas in the match 3 puzzle game genre left. The little test tubes that you can use for different effects were a nice touch getting them full enough for activation takes quite some time so they don't have that large of an effect on gameplay.

It was a nice game though and I did enjoy it.

Fun

Really interesting twist on the dropping puzzle genre. It was fun to play and it wasted a few minutes before my class. My only problem with it was that if I kept pressing the down arrow as the item fell it would make the next item fall, but that was more of my own problem then an interface problem.

I also enjoyed how the game wasn't about how fast you could make the combos but how efficiently you could make them.

Well put together and everything.

But it wasn't challenging at all. I beat it in 10 minutes while I was getting ready for class. Plus this concept's been done before, except much better, Tower of Heaven.

Would have a lot more going for it with some sort of plot and difficulty.

Telling someone to copypasta is not a tutorial

You should explain how things work rather then tell people to copy and paste code. If you don't, it's not a tutorial, it's just a shortcut that beginners can look at when they don't feel like doing something themselves.

Even if your code isn't the most optimized or clean, you can still help people out if you explain the concepts behind what you're doing.

Fun

This whole "art" game trend is getting stale and pretentious.

Can't copy my review from the stolen version

I've always enjoyed your games, no surprise I liked it even when you didn't upload it lol.

But like I said before, I love the atmosphere in the game. You made a lot of great choices in where to reveal information and not at the beginning of the game. Very immersive for a flash game, even if inspired by Shadow of the Colossus.
Story made me play through to the end.

The only problem is that there isn't much to the gameplay other then vanilla platforming. I know I'm climbing these epic creatures, but it's just jumping from platform to platform to get to the top. No really challenging parts, puzzles, or enemies. If it had more gameplay depth it would be 10.

I should've known something was off when the guy uploaded the game at the wrong ratio, without an icon. I thought he was just new to the portal.

The-EXP responds:

Cheers Mr Skeik, always a pleasure when you play my games. The gameplay was confined in alot of ways to what could easily be done with the collision, but yeah I kept it simple, maybe in a sequel or somethign I'll add in a more robust climing engine and some physical style puzzles.

Very closure like, I think you should mention it

You can tell that the art style and to some extent the gameplay were inspired by closure, but it still stands on it's own as a game. I really feel like you should of put some credit toward Closure, but that's not really necessary.

I like the idea behind the game but a lot of things were hard to use or didn't make sense. I'm not entirely sure if it's what you were going for, but I think using the ball and the radiating circle to simulate the senses of touch and hearing was pretty damn clever.

The only problem is that the ball and the radiating circle don't give you enough detail of the surrounding ground to do anything. With the ball, the mechanic works, it's just very difficult to use. I can't really think of any time when I needed to actually charge the ball up. Being able to throw it outright without any charge would've worked fine, and it would've made it much easier to use. The radiating circle could've been wider also.

Just changing those little things up I would make the game a lot better, in my opinion.

idiot-monarch responds:

I'll disagree actually. I couldn't really come up with another way to portray the concept than with the minimalistic black and white art style. We weren't actively trying to copy Closure. We were actually dreading being compared to it (not that it's a bad game).

But thanks anyway!

Matthew @Skeik

Age 32, Male

Developer

University of Toledo

Ohio

Joined on 6/19/05

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