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17 Game Reviews w/ Response

All 64 Reviews

Good game

I agree with benefedaykin a few reviews below. There's no incentive to continue playing a level after you've already won. With all the risks turned on I still had a minute and a half of time left to sit and wait.

That's my only complaint though, this game is very well done and fun.

SiJaf responds:

Yeah! I will change that in the next one. Don't know why I didn't thought about it myself.

Not a game

not a game not a game not a game. Practice. Kevin Bacon approves.

M4KBOT responds:

I'm glad that Kevin Bacon approves!

woot

Muuullet punch, that clip alone made it worth the play. Adding the skip for the dialog was a good idea, it was pretty good dialog though, if you sped it up a bit I think it would be a lot easier to listen through. Overall really entertaining. And I loled.

TheCriminalDuder responds:

Thanks a lot. Awesome - I'm glad ya loled and I've succeeded in creating something entertaining. :3

awesome

I wasn't planning on reviewing, but I found a glitch, on the push-ups screen, I went over to the right side and jumped and kicked an enemy and it started pushing me to the right beyond the normal bounds. I went far enough that I lost control of hank. Thought this would get through better than a pm.

The game is incredible, amazing, inspiring etc.

TomFulp responds:

Thanks! I really gotta have a long look at some of my boundary stuff... I think there is some little thing somewhere that's break the rules, because I've seen that sort of thing too. This game is such a Frankenstein's monster of cobbled parts of a bunch of unfinished projects, I really need to clean house.

review

Honestly better than most flash games I've played. I'm not sure you did the hit detection extremely well, but it seemed ok most of the time. Disregarding the basic premise of the game, and the obvious over simplicity, I have a few observations or suggestions that I think would make the game better as it is right now...

First of all, you can't move from the top of the screen to the bottom, but you can from the bottom to the top, and left to right and right to left, that seems very strange and counter-intuitive, not sure if that was just an overlook or...what...

Second, use a variable to make the mute toggle, instead of constantly change from muted to unmuted while you hold down the m key. That makes it easier to actually mute the music if you want to.

Third, a key to restart, like hitting 'r' would be nice, so you don't have to play out the game if you already messed up badly.

Fourth, mochi scores are very easy to add into your game if you take the time to look into how to do it, and they add a lot of replay value to even the simplest games.

Anyway I hope you find any of this helpful, keep at it.

keyreal responds:

Thanks!

review

A slideshow of images accompanied by bad grammar, lackluster explanations, and ugly graphics.

I see this was already pointed out at least once, but the table optical illusion isn't actually an optical illusion, the shapes are different. One in 50 being wrong isn't that bad, but it took 10 seconds for me to check if it was an optical illusion... and in a flash that is basically just you presenting optical illusions, you'd think you could take the 10 seconds to check it...

...not to mention spend the 5 minutes it would take for you to check your grammar...

A little more effort and this would have been a lot better.

thies responds:

Sorry for the bad grammar, but I'm 13 years old and from the Netherlands!

review

Very cool concept. The color thing has been done before, but I like the way that you used it in this game. There really shouldn't be any lag. I'm not sure how you're doing those particles but if it's lagging you should definitely tone them down. It might even be a good idea to have it an option to remove them. I was even lagging in low quality, which just shouldn't be happening. I was enjoying the game and then I paused and accidentally clicked return to menu when I clicked back into the game... it would be nice to be able to click out of the pause menu to return to the game, instead of having to press p, just because you need to have your fingers by the asd keys.

Also on a more technical note I noticed your particles made a box effect, so I'm guessing you did xspeed = Math.random()*30-15 or something like that, and same for the yspeed. If you used sin and cos and a random angle you'd get a circular effect. angle = Math.random()*Math.PI*2; xspeed = Math.cos(angle); yspeed = Math.sin(angle);

At least I think that is right, hopefully. Anyway cool game.

ChromeShark responds:

Thanks a lot for the detailed review. I didn't think of anything here as original, but rather bringing things together in a way they hadn't been done before. I believe I did optimise the particle effects as much as I could and they're extending the sprite class so not much that can be causing excess lag, I think its due to the sheer amount of them, which I could have an option to tone down for users on slower machines so I'll keep that in mind. Your pause suggestion is useful too. And thanks a lot for that code help, I was aware of the box thing and couldn't find a way round it (only tried for a minute though tbh) so that will come in very useful! Thanks a lot for reviewing, really helpful. Btw I loved Gravity Ball!

review

I felt like I had to write a review, because the last reviewer was such a fool. I thought it was a very well put together game. It has a challenge, a twist, and some skill involved. The graphics aren't amazing but they work, and it's consistently designed throughout. It's nothing big, but for what it is it's fun and enjoyable. One suggestion is to make the actual game start sooner, waiting in the beginning doesn't really serve a purpose. Good job on this.

Wurmy responds:

Yeah, a lot of people said it starts out slow.. I guess I really should have made it start faster sooner, but now it's a little late.. Thanks for the review anyways :)

review

Ugly, slow, inaccurate, and boring. Almost a good idea. The puzzle nature of the game was lost before but completely by the level with one big face and about 7 purple arrows randomly turning and randomly placed around the level. Levels designed to be actual puzzles, or to require some skill were good, but I had to quit on the one I mentioned, trying to randomly get all of them wasn't very fun.

XBigTK13X responds:

That actually wasn't based on randomly spinning faces. If you watch them, then you should be able to find a pattern.

review

Ok, besides the arguable claim of being the worlds hardest game, this game has a lot of basic design and implementation flaws. The choice to make the player a square put up against circles automatically makes your character feel clunky, and I saw you responded to another review claiming that the hittesting was "perfect" but that is a very ignorant claim, because it isn't, and I could show you plenty of instances in the game where it isn't. I'm not sure how you went about collision detection, but I'd be interested to see, just to figure out how some of the flaws I saw happening were happening... In fact just as an easy example, go to the level 7 and when it starts just move the box to the right out into the moving circles, it wont get hit. So the collision is not near perfect...I'd say it's not even good.

And then besides making the character a square, you made him much much slower than the enemies, which isn't that big a deal, other than causing frustration.

I think it would have been a very good investment of your time to figure out how to save the progress of the player in the game, because as it is with no saving if you don't have time to beat it in one sitting, you're discouraged to come back because of how time consuming and tedious the levels are. I want to beat it, but at the same time it's just tedious trial and error without any way of saving.

Another small detail are when you have the tips in between levels, since it's a keyboard oriented game, you should allow the player to pass the tip using the keyboard. Again not a big deal, just a small detail.

The checkpoints were a good idea, I was very disappointed to find out on one level that they only save once, that's a small detail also, but maybe make them disappear after you save on them, or make them save anytime you cross over them. What happened was I saved, got a coin, tried to save, and then died and thought I still had the coin... still a small detail...

Anyway those are all the bad things I noticed about the game, good things I guess would be level design... sometimes... and the simplicity of the game graphics wasn't bad either... Well I hope you take this as constructive criticism, and I hope it helps you in the future...

Snubby responds:

I don't like the idea of people saving half way through. It's supposed to be so hard that they give up, if they just leave and come back later its almost like cheating.

doing

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