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TharosTheDragon

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N. U. D. E? Nude? I spelled nude?

B. O. Y. Nude boy? Really?

Nude boy, hi? Well this is weird.

LucidShadowDreamer responds:

Hahha, noooo XD Don't spell out spoilers with such big letters :p
But don't worry about it.
Weird it what I'm here for, baby ;)

Thanks for fanning up!!

This is influenced by Stranded, right? You should definitely credit your inspiration.

It shouldn't be so easy to skip the tutorial animation.

It is beyond annoying for the game to pause everything just to warn you that you're almost out of time.

Also, what's the point of lives if you keep all your points when you run out of lives and use a continue?

Kamizoto responds:

Thank you for your comment.
I will think about you observations (they make sense) and see if I can improve that.

The game was made for a jam with 'Coin Op' as theme.
So I tried to give the coin-op feeling with the "continue" scene. (you have only 1 continue in this game)
And in an arcade machine, when you use a continue, you keep your score. That's all. :)

I've had to restart the level too many times. Why does it tell you how many coins you got if you can't spend them and they just reset? Those rolling rocks are too hard to jump over.

adytt responds:

Once you collect 100 coins you get a new life.

Giving up isn't actually forever. You just lose your progress. I thought it was gonna be like You Only Live Once by Raitendo.

KilianoLopes responds:

xD yeah! I know this game, i realy like "you only live once" its realy funny. :P
Sorry for that. I wrote" forever" for teatch the player "dude its not like a respawn, its game over ok?". Something like that.

Do u Get it?

Really cool that you made a game for blind people. I sometimes think about whether I'd be able to play video games if I was blind.

While you've done a pretty good job of including lots of different sounds for different purposes, the game needs even more. The #1 most vital thing that this game needs is an audio notification when you die and respawn, preferably a voice clip. Also, different enemies need different sounds, if for no other reason than needing to know if you can kill the enemy or not. If an enemy is moving, you should be able to hear it without sonar. I know it's hard to indicate direction as though it was real life since only two audio channels are available in any typical sound system, but you gotta use the left and right channels to the best of your ability. My headphones aren't great so I can't really tell how much you've already done that. Also, the exit, doors, and keys all need different sounds. And suppose there's a vertical wall and you're going towards it diagonally and then you're sliding along it. It sounds the same whether you're just remaining still while walking into a wall or sliding along that wall. You need to be able to hear the difference. And there should be a button that checks your pockets and makes the character tell you how many keys you have. I know this sounds like a lot of sounds, but I have another suggestion. Take away the ambient noises that don't mean anything. Fire and running water that aren't there only serve to confuse the player and make this game harder than it already is. If you want background sound, just make it light music.

I'm really glad to see someone using Flash's 3D capabilities. This is a cool game. Kind of like Boom Blox meets Crush the Castle.

I'm not sure I've ever played a game with such low gravity, unless it's in space or something. It takes forever for objects to fall. And it takes forever for the shot to end and for you to get to shoot again. You need to be able to click to return to shoot mode like in Crush the Castle.

You also need to be able to press R to reset the level.

The Gunfighter medal takes way too many shots. I think I beat the game with less than half of that.

I love that you included a level editor, and I recognize how difficult it must be to even design a 3D level editor. But it's still pretty awkward to use. The discrete steps option doesn't seem to do anything. I want to be able to snap things to the grid, and have characters automatically go on top of blocks instead of in mid-air. But I was really impressed with how much you can do with the level editor. It seems like the game itself used very little of its potential. There weren't any rotated blocks and everything was always on a 2D plane.

I wish it kept count of how many cats you found. I think I found about 10, but I'm not sure.

Why are you not crediting the obvious Sushi Cat inspiration?

jupitron responds:

I wasnt inspired in that game in particular, didnt know that existed BUT i was inspired on a recent game that was published here that i cant recall the name, ill look out for it, if i find it of course ill write some words. Thanks for reminding me this.

This is just an easier version of Impossible Hardy.

But why do all the scores say - Hardy at the end of them?

Nyaarg.

Kyle Delaney @TharosTheDragon

Age 35, Male

I r pogammur :3

USA

Joined on 7/1/09

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