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Thetageist

256 Game Reviews

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Agree with @FuturecopLGF - this game is very RNG-centric. Maybe it'd be more fun to have all levels consist of a wall like the first one, and you'd get the ability to reroll maybe 5 dice to try to fix any disconnects before blowing it up? Otherwise, I love the concept and it's an adorable game!

Awesome concept and I love the gameplay so far! I'd love alternate controls, though, or a way to change the controls - my mouse is dead and I'm on an Apple trackpad that requires two fingers to right-click, which is really awkward and even results in catching dice when I meant to reroll. (Ctrl-click doesn't work as right click for the game.)

I find the controls hard to maneuver with, especially with a computer trackpad (my mouse is dead). I don't think they feel tight enough for really fast-paced gameplay like this to come easily - it's hard to even maneuver around the enemies! Looks like it's a fun concept, though!

This is really fun so far! Inscryption vibe works so well, and I love how the music fits the combo of forest-y vibe and fast-paced action! (Really hits hard!)

Glitch report: If I switch to another tab, the screen goes completely dark.

Just wanted to say that I love the game and the artwork!

(Yes, it doesn't run on NG anymore, and the site doesn't work anymore, but AzaleasDolls.com has a working copy of the game if you still want to find it.)

Really solid so far, but not quite fully playable. When the player falls into the void, it advances the level rather than killing them, and there's no restart button or automatic restart for when the player dies to spikes, other obstacles, or the void. Nice work, though!

Oh, and can you credit your music sources, so that no one thinks you're using copyrighted music and reports you by mistake?

VoiDev responds:

Thank you so much for playing my game! some bugs I have been bought up though such some spikes not killing the player, but I couldn't find anything about dying to the void and spawning in the next level? Could you please supply me with a video of your discovering?
and that last part I use Ecrett music, ill put that in the description.
Thanks for the feedback!

I feel like the starting units of ducks and chickens get unforgivingly expensive the first time you update them. I've tried to upgrade mana regen several times, and it hasn't been enough to make these units feasible to churn out on a frequent basis. This is especially the case with level 15 or so - considering how fast the frogs keep coming, waiting that long to get 30 or 35 mana means you won't have a big enough force to push them back. At the same time, all of the birds are also the fastest units, meaning that if you just created a bunch of the other units, the frogs will still push them back anyway. I think that would probably be the biggest key to balancing out the game - either that, or making mana regen and costs much more forgiving in general.

Otherwise, great fun!

Love the basic gameplay a lot, and the graphics look great! Tiny glitch report; sometimes after I get through a barrier, there's a "phantom" duplicate that appears ahead and pixelates out of existence. I assume that this is supposed to be the barricade I just got through, but it shows up in the wrong place.

MugMedia responds:

Thank you! Ah i think i know what you mean, some parts of the obstacles extend further than the jump and so fade out later; perhaps there is another way i could do that. Or there is another rare bug where a whole obstacle may briefly appear crossing the path ahead.. hmm

Hey, this concept is really cool! Before you start releasing it, however, I'd recommend giving the player a clearer idea of what the objectives are, and decreasing the spawn rate of both types of atoms. This way, I think it would feel a little more structured, and probably make it more challenging to gain points than simply waiting for a ton of white atoms to spawn.

MCVstudios responds:

thanks for the feedback, made some progress with the game and took your ideas into consideration >> https://discord.gg/6DqAu72W
check it out would really love some feedback

This concept is actually pretty cool! However, before I'd consider it finalized, I'd recommend you make movement less slippery and give greater control over the directions of your bullets. When you have this many enemies to deal with, it helps to be able to take them out more easily and not run into them.

Gold356 responds:

I have added a new movement that does not use forces :)

Pronounced Theta-geist.
“In a world of toxic positivity, be authentic chaos.” -Someone on Twitter
I dabble in everything. ¡Hablo español también!
I sometimes make A-rated horror. Don't lie about your age!
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Theta Orionis @Thetageist

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Far from reality

Joined on 8/11/18

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