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Thetageist

256 Game Reviews

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Hi! I like the concept of the game, and I think that with a bit more polish, it could be pretty fun!

My main concern is that the player character is a bit too big in comparison to the level, and can get stuck easily on the walls. I think that, as well as resizing the player to be smaller, a touching sprite block instead of a touching color block would make it easier to keep from being stuck inside the walls. I'm also not sure what the variables in the top left is about, and one of them is completely hidden under the other, so if you renamed "my variable" to whatever it corresponds to, and moved the other one out from under it, it'd be more clear what they're supposed to be.

Not bad overall!

marksworld1 responds:

Thank you for your review!

Not too bad! I think the concept is quite unique and the simple look of the in-game sprites works well with a simple arcade game like this. I think the shop menu would do better with a clearer indicator of how many coins you have (maybe accompany the number in the corner with a dollar symbol or a coin?), some way to tell whether you have enough coins to buy something, and a setting to change the controls for your abilities.

Small graphics critique as well - I'd recommend you redo the text and shop menu, to make it look a bit more polished and coordinated with the rest.

Also, the music seems to be quieter in-game than in the main menu?

After fixing all this, it could definitely become front page material! I'd love to see where this goes from here!

NordicNerd responds:

Thank you for your feedback! Im going to improve the shop.

This concept's fun, but having slippery controls, a ton of obstacles, and a specific order you have to scratch things in make it pretty difficult to beat even the first level. I'd probably like it better if all the objects were open to scratch, so that it'd be more about trying to get all of them as efficiently as possible, rather than running to the opposite end of the level every time you need to get a new one. Though I do appreciate the sentiment, that's a very cat thing to do. It just makes the game hard to pick up.

Riazey responds:

Thanks for playing! Unfortunately we only had the 10 days to work on it so we couldn't impliment more than we did, the game also needed to last a specific amount of time and scratching everything in one go was much much too easy aaa- but we had the same thoughts as you originally!

This game is so cool aesthetically and I like that so far, I haven't been able to get stuck anywhere without a way to get out. I definitely want to play some more.

Love to see dress up games still alive and well! Everything seems to be functioning well, and the art is super polished! Definitely evokes the Flash classics!

One small warning: I know that this is exactly what the Flash games of yore would do, but Newgrounds doesn't allow copyrighted music in submissions anymore, unless it's for parody purposes. Too risky from a legal standpoint.

CC531 responds:

NOOOOOOOOOOOOOOOOOOOOOOOOOOOOO DAMN

tysm tho, I try my hardest to be accurate n all :D

This game is so engrossing! I love the aesthetic, especially the unique sound effects, and the focus on learning to expand without much of a guide.

A few suggestions and questions:
- Ability to drag the overworld map around to pan across it. Also, ability to zoom out further once the town gets big enough.
- I thought I saw a pop-up that said "+5 Good" when the bandits left? How does town alignment work, it looks separate from adventurer alignment.
- Maybe a bandit attack could be another event with choices to make, like the plague. Or you could send one of your adventurers who isn't on a quest to go fend them off!
- Eliminate weird spaces in journey area names. For instance, "SHIPWR" currently reads as "SHI PWR" and "RUINS" reads as "RUI NS".
- It took me a long time to find where the shipwreck was visually on the map. I wonder what you could do visually to distinguish it.
- It's really hard to tell where the water is. Maybe make it lighter in color so I understand why I can't build there?
- More events, more items, more structures, more item slots, etc! Keep going! I'd recommend maybe a guard barracks to keep away bandits and a fisherman's hut that you can build on the water. Maybe the suggestions I've made for dealing with bandits are contradictory, I'm just throwing ideas at you in case they sound good.

I'm gonna be so happy to see more updates, this is a really cool game.

ErikSwahn responds:

I appreciate it! I was working on the drag function at the start of the development but never made it work. The alignment is global and affects the stats of all classes, even if it's from an event from the overworld. I agree that being able to manipulate the bandits more by buildings barracks or something is a great idea!

I think the slow speed of everything makes the gameplay feel a bit sluggish. Overall still an interesting concept, though, and seems playable to me so far!

There's quite a difficulty spike with the introduction of the pink blobs and putting them in tight spaces. However, the rest of the game feels playable enough that I want to come back and try it! Love the pastel color scheme as well.

Good to see this game up on NG too!

The game mechanics are pretty solid, the levels are challenging, and the speedrun feature adds replay value. My main critique with most of your games, however, is that the playable ending screens don't make sense. There's less of a sense of accomplishment with this one than there is an odd twist on the gameplay leading to a strange downer ending. That's a tiny nitpick, though! Great game overall!

Pronounced Theta-geist.
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Joined on 8/11/18

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