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TharosTheDragon

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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?

I have no idea what makes the red bar fill up or how to keep it from filling up. This wasn't a problem until the level with only flame traps. But now I'll have to stop playing.

Looks great. Very well designed and coded.

Pretty glitchy. The restart button wouldn't work on the first tutorial level.

The game assumes you know a lot of stuff that you don't. No tutorial explained the mechanic where you can fall through the floor if you jump through the ceiling first, so I felt kind of cheated when I had to use the walkthrough and it showed me an ability I didn't know I had.

Also, the first boss. The game freezes you when the boss shows up and then doesn't tell you that you can move again. So I sort of figured it was just a death cinematic and that I wasn't supposed to get close to the amulet fragment. And once you figure out that you're supposed to start running, you have no idea that you're supposed to jump on the worm's back. When I got to the first alcove, I pushed it sideways and then hid in it while the worm passed upwards. I was now stuck of course. But as the worm looped around, I found that I could hitch a ride on him by sort of glitching into him. I stood on his tail segment as he carried me up to the top of the screen, but I couldn't get further than that.

Games that use the mouse like this should have one-handed keyboard controls.

But what really kills this game is the lack of an undo option. You get stuck way too often when you're close to beating a level. You should be able to restore back to where you were when you entered a side of the cube, or undo the last rotation.

I love the idea and I love the puzzles. But this could've been executed better.

Wackiedk responds:

Hey, thanks for your feedback - you got some pretty good observations that definitely could improve the game. I also like the idea of an undo button, but I never got around to make that - instead I tried to make the levels more forgiving so you wouldn't be stuck that often.

Nyaarg.

Kyle Delaney @TharosTheDragon

Age 36, Male

I r pogammur :3

USA

Joined on 7/1/09

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