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TharosTheDragon

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Pretty glitchy.

When you jump on top of a skeleton, it glitches because when you walk forward you'll walk on air.

Also I encountered a fatal glitch on the screen with the first save statue. If you ride the elevator off the top of the screen, you won't be able to get back down. So this game definitely needs a restart button.

Also, it would be nice if every screen was a checkpoint.

My first few plays, I didn't realize I could use the mirror. After closing the eye that's hard to get to and discovering that it didn't open the door, I thought I was gonna have to quit having done all that work for nothing. But I finally discovered that there was another eye.

People are giving you a lot of grief about the controls, but I think you did the best you could. Allowing both WASD and arrow keys makes it better than a lot of games right off the bat. Maybe one of the options (e.g. WASD) could work like the tank controls and other could be fixed directions.

The camera angles change at the right times to give you plenty of warning about what's around you. The enemy AI has some good pathfinding. It's clear that you went through a lot of effort to make this as good and convenient as possible. I got a bit of a Diablo vibe with the dark temple and everything.

The most legitimate complaint is the speed, though. You should definitely move faster. You say this is a very short game, but the character speed pads the length a great deal.

I look forward to more of your work.

So I clicked to place a foundation and it wouldn't let me place it anywhere, regardless of whether or not it said "can't build here." Then when I died I was still dragging the foundation around even in the game over screen. At least I could press escape to be able to click buttons again.

Nice game. And thinks for being generous with those 1-ups. I look forward to more from you.

Should advance dialogue with any key instead of just V. Also, you need to be able to skip the scrolling. And pressing V a lot to get the dialogue to go as fast as possible often results in glitches. There will be empty dialogue boxes and menus. And sometimes it's really difficult to change your selection in a menu.

faroreforelorn responds:

I knew about most of these glitches, but unfortunately I couldn't figure them out before the deadline. But, I have no idea why I didn't think of switching the advance dialogue button to something other than V. D'oh! Thanks for the feedback :)

Just annoyingly difficult. Nobody likes escort missions to begin with. But the princess needs to be way too close to you to follow you. I managed to make it to the boss but I have to give up now. It's hard even to tell if you're dealing him damage. And when I manage to lay a hit on him, I've always taken multiple hits just to do that. I'd have to grind way too much for max health upgrades and games shouldn't make you grind.

Good potential, but a lot of poor design. Too many jumps are way too exact if you want to avoid damage. some of those walls with spikes on top are like piranha plants that never go back in the pipe.

Also, there was a fatal glitch in the outdoor room with two buttons, the one that leads into the final castle. The middle button just glitches you out and kills you, and then you have to go way back to your last save point.

xcmn responds:

Thanks for the feedback! Very much appreciated.

--A lot of the annoyance could be mitigated had I implemented auto-save on every screen, as Tom suggested. But I couldn't get that to work.

--Thanks for catching that glitch, TharosTheDragon!

--Nice job getting to the boss! You're right. It's less than obvious when you hit him. He plays a noise and tints green, but I should have made him flash white and a play a louder noise.

To kill him, you must only attack when he stand on the left or right side of the screen. Jump over the third fireball and tag him. It takes 9 hits! After 5 hits he becomes stronger so watch it!

It bothers me that he can only be safely attacked in 1 out of 3 of his patterns. But this was my first boss design, ever. I think it's good enough. You just have to watch his patterns and only attack him when he's on the ground.

Thanks again for the feedback! It really helps to hear this stuff.

It freezes when you beat a level or try to view scores, probably because it's trying to connect to something that's been removed.

Were you inspired by Oddworld at all? It kind of feels like a mix between Oddworld and Meatboy.

Fiercetempest92 responds:

Both Oddworld and Meatboy were major inspirations for this game in both design and gameplay.

Nyaarg.

Kyle Delaney @TharosTheDragon

Age 36, Male

I r pogammur :3

USA

Joined on 7/1/09

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