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KrunchyFriedGames

58 Game Reviews w/ Response

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It feels like you're on the road to a very good game but still have some way to go. The most impressive thing about this is the presentation which gives a very moody and calming atmosphere in a very simple and understated way.

The worst aspect, for me, was the level design which required repetitive jumping onto nearly identical featureless rocks. As well as the breakneck plummeting- which you mentioned- not knowing where the platforms below you were was also an issue (in pro games like Mario, these tend to be placed in a fair way, or give you a hint so you're not falling blind).

The cut scenes were very well done though and the story was quite sweet in the end- I was wondering if it was going to turn into a Silent Hill style emotional pain game at one point! As Rainy G mentioned, doing more to marry the story to the gameplay would be really cool.

EkaGriffin responds:

Thank you! Yes, the level design I struggled a lot with. I’m trying to fit some more environment and creatures/enemies in our current project but AI, even the bots who just follow you around, are not the easiest thing to address -Anastasia

It's a really nice world to be in- the the sound and graphics give a great atmosphere.
Jump-heavy games in first person are pretty much always very frustrating and unfair though (including in AAA games). If you can't see your character's feet, jumping becomes too much about guesswork.

CreatorsWorlds responds:

The games I play are usually first person, so I got used to not seeing the feet in the jump and run. But it's good to know that some others have problems when the radius of the player is so small, so in the next game I might make it a bit bigger. Good to know you still had some fun either way, thanks for the comment.

Great to see this back! Really look forward to having a proper go at it and discovering all the new features. I don't know if it's just me though, but the movement felt a bit off at times- like I hold right, and it feels like I'm moving through treacle, or jumping/ shooting don't respond when I need them to. I'm wondering if I'm moving the mouse in a way the game doesn't like (maybe outside the window) without realising it? Is there a way round this?

EGurt responds:

These are Flash Player problems that I directly reported to Adobe a and they told me that everything works fine.

Basically input events are stacking up on top of each other and only one of each kind is handled in each frame. It depends on browser & player device configuration a lot though.

As for solutions... Try different web browser (different web browsers work for different players) or try setting up lower framerate or generally lower quality of game appearance. It also looks like disable of GPU support for browser can help there too sometimes.

This still seems some way from being complete- when I press up or down arrow, Newgrounds scrolls up and down along with my ship, I'm not sure what the shoot button is but, that's ok, because I can just fly above the screen. I'm now looking at a blank screen wondering if I've won or not.

You've got the skeleton of a game here, but it needs a lot more work.

Maxx-00 responds:

Thank you for your suggestion. I don't have a lot of experience in making games, and this is one of my first games I've made. I'll try to make it better.


p.s. I fixed the game.

It's simple and nice enough for what it is- and the constant increase in speed just made me remember the bleep tests we did in old school PE lessons. A high-score table would be good as I'm wondering where 50 would put me :)

ROCoGames responds:

Thanks for the feedback glad you liked it. And 50 is a pretty good score :D

Good concept and gameplay, but could maybe do with tighter level design or at least a map. It's a really sprawled world that's easy to get lost in- Maybe more power ups or rewards would make screen after screen of Bubble Bobble monsters more rewarding to face.

Also, there doesn't seem to be a way to restart the game without refreshing the browser.

plufmot responds:

I did think about adding power ups but I didn't want to add anything new, tried keeping everything I added as it originally worked in each game.

I didn't add a way to restart the game, as I liked how refreshing the browser was like resetting the NES console. But I do realize that others may not like that, so I have added that in. Thanks for the feedback!

This is sweet- feels like it could have been a legit NES release. Was slightly buggy in places- especially with a controller- left and right worked in the game, but not the map, and it stopped letting me shoot after a while (but still played the sound effect and animation). I switched to keyboard, but then got the opposite problem after I met the guy in the top left of level 2- I could shoot, but got no sound effects...

PKTORA responds:

Thanks for the input! I'm still in the process of programming the gamepad support. I'll look into the bug you found.

Got to admit, I thought this would be pretty awful from all the warnings in the comments, but it was enjoyable and well presented. I wasn't wild about the text windows (presumably Wick doesn't give you a better way of doing this) and some of the puzzles weren't actually puns in the style of Dingbats/ Catchprase etc. but actual descriptions. For instance- *spoiler* 'stuck together' was literally two people stuck together.

There's a lot you can do with this too, if you decide to update it. A timer would certainly add some tension, and stop potential rows about people taking too much time!

happycrazywild responds:

Thanks for giving it a chance, and I'm glad you liked it! And yeah, a timer's a good idea to cut down on super-long turns.

It's good- nice to see something done with Godot too. Felt that the final puzzle was maybe a bit finicky- one mistake or something done out of sequence and back you go. But it still kept me interested enough to finish it. Also, I pressed the restart key by accident a couple of times. Maybe 'R' would be better than 'Z'.

I liked how the audio shifted depending on where you were on screen- nice touch :)

VivAZ responds:

Yeah I definitely bumped the hardness of level way to much i just wanted to see what was capable with already made mechanics! But I'm really considering remaking it in the future as a larger project with a story and etc!

Thank you once again for the feedback!

I like the minimalist pastel graphics and the sound. Definitely could do with a bit more to it, as someone else mentioned, and making the player press a button or click before starting after a death is really essential here. My character's died dozens of times while I've been typing this.

Also, for some reason, the character being too far on the left is getting to me. Maybe it's because this means you're about to die in other side-scrollers, so I'm getting subconcious stress!

heureuxiana responds:

thank you for feedback! will try to make a gui next time!

KFG are Manchester's premier developers of quirky and intriguing story games. Possibly. I can't think of any others. We are Dom (creative) and Mike (technical). Thanks for stopping by and please follow if you like our stuff.

Manchester, England

Joined on 7/13/17

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