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PeterMX

21 Game Reviews

8 w/ Responses

This is incredibly polished for your first game! everything looks spectacular!
Though my biggest problem with the game are the bullets, they are hard to see and way to fast to even react to, which makes every fight feel like a contest of who has the most health.
Also the surrender and leave option crashes the game, I think it's some kind of quit the game option for desktop versions so you should get rid of that.

DevDimension responds:

Hello PeterMX, you're absolutely right. The game was initially built for Desktop. So the "exit game" option in the web version probably makes no sense. In my desktop version which I will soon release as Free-To-Play of course, the game exit works as it should. And the bullets / projectiles are of course more visible, because normally you should play this game with a higher resolution. But yes, they are pretty fast... Maybe I did it to realistic...

Thank you very much for your detailed review.

A really good puzzle game! really like how you implemented the body-switch mechanic in this one. My only problem was that the laser lock-on mechanic wasn't really explained and I needed to read the description of the game. Having the mouse be still is not really intuitive and I feel you should change it with it locking on when pressing a button or maybe by holding the click.

Yetman responds:

Thank you. I really like your idea. The reason I chose this behavior is because I wanted the player to easily lock on objects in the world even when the robot is moving and also give them the ability to move the cursor at any time. During play testing, new players always got confused but get the hang of it after a few tries so I made the mistake of ignoring this problem. Since mouse clicks are already used for transmission, I will add a button (may be "L-Shift") to lock the cursor to world space and I will add an option in the pause menu to choose one of the 2 cursor control styles. I will notify you once I finish this feature. Thank you for the feedback and the idea.

I really dig the style of the game and your art is really good, there's also a lot of interesting ideas like the mask system, maybe add some more as drops of monsters or something. Still, I feel the game to be really troubled.

My main problem is that the character feels really stiff. First of all because every attack you have has a really big startup, let's compare it to Castlevania since you reference it, Simon's whip does have a delay but the attack happens in about two or three frames, just when you relax your finger after tapping the button, so you aren't stuck in place for too long. The same occurs with the gun, when you shoot you stand there too long and it really dissuades you from using it.
It's also really annoying how you can't jump-attack because it really limits your options and perhaps you could let the player startup the attack mid-air like Castlevania.

The main mechanic is really interesting and makes for some challenging and fun puzzles.
However, I think the ending screen of all puzzles needs to be more exciting to look at and maybe have a sound effect so finishing a puzzle feels like you did accomplished something instead of going straight to the next thing.

I'm surprised that you managed to make a game so fun with only four keys. You're AMAZING at game design.

Even though this is pretty much a clone I will admit It's really good and polish.
I also am a fan of your pixel art style, hope we see more submissions from you.

Nice first game.
I didn't know you could combine typing with action and get a really well-made result.
also: 8bit get lucky?

heroyooky responds:

Hey thanks!
And yes that is Get Lucky :)

Everything was good and beautiful.
except for the last mini game, it was really hard because sometimes the input wouldn't register and screw me over.

This game has potential but it's just too buggy, almost unplayable

really good puzzle game, reminds me of the witness

MouseCity responds:

Thats an comparision we take pride in hearing. Thanks a lot

Age 22, Male

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Mexico

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