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View Profile Rashoni

27 Game Reviews

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I havent logged into this account in years, but I simply had to because this was such a fun experience. The game did lock up once or twice, but I didnt realize you could teleport to checkpoints, or that there even was a map until after I beat the boss. Probably the best pinball+adventure game ive ever played aside from the actual Sonic Spinball!

Interesting concept, but the tutorials hidden 2nd page made it hard to figure out until I re-checked. Also, I like the timing mechanic that feels similar to Shadow Hearts: Covenent, but the overall implementation is kinda janky. Still, a good idea, but in later levels with multiple attackers it gets almost impossible.

Clearly taking inspiration from Binding of Issac, Enter the Gungeon, and Resident Evil, overall a fun challenge! Though the screen-shake from every shot got a bit too distracting at times, and having too many moving things onscreen made the final boss chug to individual frames per-second. Still, great job!

Honestly I think with the newest update, it lost a LOT of flow with the click-drag mechanics of moving around the board. I do appreciate being able to choose how many spaces at a time I can move, but overall I feel it made the gameplay more clunky. The tweak to the pawns, albeit more true to how they function in the traditional way, seemed to be a major downgrade, and I had to re-think my entire strategy while planning moves, often leading to frustrating compromises. In my opinion, the older version was more streamlined and fun, of course being a small bit more simple... but in adding more than was needed, I think its a bit over-developed in this new form. Of course I'd like to see what the finished version becomes, but hope I can still play the old format instead.

j4nw responds:

Thanks for the feedback! Re: input, try playing with the keyboard shortcuts for card selection. After a game or two you should be able to go faster than you ever could with the old input.

Short, Sweet, Simple, and Fun.

Not bad!! Making the pursuit cars crash into each other was amusing as hell, but I wish there was a "Turning" upgrade to help with the excessive drifting. The collisions with the debris seemed alright, but the traffic cones seemed a bit too solid, even sending the player or the cop cars flying into the air! (Maybe ramps of some kind could be a feature in a sequel?~) Also, it BEGS for a brake-control to be able to make sudden stops. Constantly moving forward makes it hard to out-trick the pursuit cars. Overall, good game!

From the bottom of my heart, thank you for making this

Can't see the whole play area off the edges, and cant even get past level 2. Music loop can be annoying, would say more if I could play more of the game.

Laurenz02 responds:

Thanks for replying! The height and width problem will be fixed soon :)

And yes, this game is supposed to be hard :p

A solid concept but 2 major issues. The suuuuper slooooow crawling score-screen takes you out of the gameplay for WAY too long and is frustrating to watch, and the lack of having any sort of sense of where you are, what obstacles are in the immediate area, and clear indiciation of where you will move when you click. Perhaps if you had some kind of radar-map? Or widened the field-of-view on the game itself? Or even little indicators at the edge of the screen telling you where stuff is out there. Also, having an arrow on the edge of the planet showing what direction you will launch would help a TON. Just suggestions on how to improve~!

zorbslayer responds:

Thanks! I will definitely look into fixing these issues and the 3rd suggestion has been repeated to me multiple times and is first on my list!

Edit: I'm still thinking about the second issue, in my opinion, the game gives you enough time to react to obstacles and where you are doesn't matter, as long as you don't hit the border. I can totally see how people that haven't played it for hours would have problems though! I'm considering what would be the best fix without ruining the look of the game. Arrows on the edge of the screen seems like a good idea, I just wonder if players will go towards the arrows and get themselves killed. :P

Overall, a good concept.
The trouble though, is there is no sense of scaling, or progression. Once the 30-floor upgrade is bought, the game becomes so fast and unforgiving that it is near impossible to gain enough points per-run to see the other upgrades as an attainable goal. Not to mention, that the treasures do not go up in value, so the player isn't even rewarded for facing a tougher challenge. Possibly scaling the value of treasure/coins as you go up in level would be a good idea? Would have liked to see if there was an actual "ending" at the top of the pit, but the frustration and lack of reward were enough to drain my attention. Fun while it lasted, but not for very long.

Age 34, Male

College for Creative Studies

Michigan

Joined on 9/14/09

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