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Thetageist

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I feel like the game would be a lot more achievable if there was a way to jump over gaps. Otherwise, there are spots in both maps that are really easy to get stuck in. New graphics with a consistent art style would also be an improvement. I do like the idea behind it, though, and I’d enjoy seeing where this goes from here!

Magso responds:

Thanks for the tips to make the game controls slightly less annoying, jumping and more attention to level design are good points. As for the art, as an art muggle I've no idea what to do with it other than go for that future neon look. Thanks for playing though!

More complex mechanics would be interesting, as well as either a time limit or a reason for the player to take their time (like finding the happy face in a big picture, etc). I like the general chipperness of the whole game.

RealJop responds:

Thank you! I am planning on adding a timed mode and a hard mode.

I was thinking maybe when you take more time the sad face will get bigger, and when you press the happy face they go back to normal. If you take too long something will happen (explosion?) and you lose. But maybe that's its own mode.

Question: Is the timer supposed to restart at random times before it hits zero, or is the game freezing up?

Otherwise, it’s been fun so far! Makes my phone heat up a lot, though.

pictocat responds:

If you tap with 3 fingers it will reset. Thanks!

Sound on may be recommended, but I recommend that the game not be painful to play with sound on.

Edit: No problem at all! Take as much time as you need to fix it :)

222crafter responds:

I will make sure to add volume settings and also tone down the volume just a bit. I also want to let you know that I am thirteen years old, so I can't really work on this 24/7, but feedback helps a lot!

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!

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!

Pronounced Theta-geist.
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