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Thetageist

256 Game Reviews

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I absolutely love this game. It was perfect - hilarious, action-packed, challenging enough to keep my heart thumping but something I could handle once I got the hang of the way to play. I love the goofy commentary about kids playing online multiplayer games with the dialogue, and I also love the way the system worked. I never really used teleport, but the lightning spell and healing spell were my absolute best friends, as they could get party members out of tight spots very quickly. I love the art and music as well. Overall a wonderful game.

This has a decent amount of potential. It follows the same standard genre of keeping track of multiple things at once, which contains quite a few great games. However, this one, as it is now, does have a few things that could make it better. I suggest that maybe the game should get more complicated as time goes on - for instance, putting the block in the center and having arrows and squares come from places other than above you and to the right, or (playing on the title) having a few non-lethal, non-square shapes thrown in. The graphics in the base game look okay, and I like the effect that happens when you destroy an arrow or block, but the faces for the block look pretty sloppy, and the backgrounds and coin image kinda look like you got them from somewhere else. The sound could be made more engaging as well. I really hope that this helps you improve this game and make better games in the future. Don't give up hope. :)

VicPitic responds:

Thanks for the feedback, appreciate it :)

Very inventive game as usual, challenging but so worth it, just what my favorite color deserves.

This game is best played if you pull up "Living in the Sunlight, Loving in the Moonlight" on YouTube and then let Autoplay take over for a few rounds while you play the game. :P

On a serious note, I've really seen nothing like this. Contrary to Food123's review, I notice that the arrows being all the same color is intentional, as it forces me to use the bomb power up. It feels how a game is supposed to feel - like every time I lose, it's because I was doing good but made one stupid move, rather than it being the fault of the game design. It lets me hone my skill by playing it more, but it's hard enough that it's worth it to finally get that 50 moves medal. The graphics could be updated in a remake of this (the glowing/blurry thing is a little dated), but otherwise, it really has nothing I want to be fixed. Great work!

All I can say is man, you've improved a lot over time!

This game made me think about stats like this and strategize seriously for the first time in quite a while. What a beautiful way to get me thinking logically again! (Ironically enough, I started thinking about stats in this game at level 11 by doing the exact thing that that third update was made for. Hah!) While I'll have to take a break now as I've hit a wall in level 12, I'll definitely come back and give this a try again. I love the designs and music, too - kinda makes me nostalgic for some of the older stuff Coolmath Games.

Edit: Could you potentially implement some kind of saving system that stays upon returning to the page? I completely forgot how I managed to get past level 10 and it annoys me to have to get through it again.

It... works, I guess? I don't have a middle mouse button, so I can't change the color. I don't know what else to say because this is obviously a s**tpost, but hey, because it makes no sound, it's a thousand times better than the water-pouring game of yours.

This whole thing just makes me grin, from the art style and the music to the designs and the boss. I hope Luke absolutely loved it!

This game seems a lot better in terms of puzzle comprehensibility. (Either that, or I'm getting better at puzzle games.) I'd complain about Levels 15 and 24, but really you can ignore my comments about "intuitive" level design because it's really just me being way too used to getting everything right the first time with little to no effort. Job well done! You're making me recognize my own character flaws! Bet you didn't know your games were that deep.

Okay, the first thing I noticed was the slightly weirder yet cooler music. Use of RNG for square selection in level 18 was... tolerable. I enjoyed a lot of these, however, since they were pretty well thought out. A couple of them probably would've been easily beaten without hints had I only thought a bit harder about it. I love the last level with the RGB sliders, that was a great one! Also, nice sneaky cameo of the Belgian flag in the ending of the game.

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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Bio-exorcist

Far from reality

Joined on 8/11/18

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