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116 Game Reviews

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I think I might have had fun.

My review is still too long for this space?! I'll just put it on pastebin.

pastebin [dot] com/FKch1ZkB

Here's a few tiny pieces of it so this review has something more than a link:

"It would've been more fun if there was a min + max number of enemies, etc. you could place, and maybe a few guidelines like "Don't block off the traps"."

"Why do they go in the same loop OVER AND OVER AGAIN, forcing me to stop the round and hope more gold can fix it? You'd think they'd stray from their preferred path once or twice, but they don't. It's like an aquarium full of idiots who won't even blow bubbles or hide in fake seaweed."

"I was a little excited to try Dungeon Crawler." ... "On my first attempt, I did everything on the first floor except touch the one gold tile I had to place... and I failed. I probably missed something telling me to collect all the gold. On my second attempt, I was almost at the dragon, but I walked through a blue portal by mistake. On my third attempt, probably going to be my last, I almost killed the dragon, but decided it wasn't worth my time to finish the job."

Mmmyup.

Mind reader!

I've wanted to make a game almost exactly like this for years! I've had a lot of practice with these types of puzzles, and yours were often better than mine. The difficulty was perfect, the music was great, the concept hasn't been seen millions of times, and I didn't notice any huge bugs. There's not really much to say with a simple, fun game like this. I hope to see a sequel with a few new tricks up its sleeve! (Hasn't it been about 10 months since you put this up on other sites? You've certainly had time for sequel ideas.)

Psycho responds:

yep, it's also been a few months since i put the sequel on other sites ;) and it'll be on newgrounds today or tomorrow.

+/- reviews make things so simple for me.

+ The music was nice.
+ I liked the katamari-ish collection idea.
+ Mindless, but fun.
+ The level was designed well enough.
- While nice, the music is repetitive.
- Jumps often have to be perfect and feel awkward.
- It's a pain when you fall a long distance in a very close attempt at getting a pixel and spending another 15 seconds getting back to it and failing again, assuming you don't fall further.
- Having fly and jump be the same button got annoying and made the game take longer. Maybe use F for flying.
- The ending was simple, but then again, I didn't really expect to get laser vision and defeat a huge boss by burning out his organs and eating them with hot sauce and a menacing grin.

Random note: It would've been cool if after 128 you could collect the walls as pixels. :P Just sayin'.

Fun, but in an unrewarding sort of way. Good way to pass time. 3/5, 5/10.

Exactly as it appeared on other sites before...

If you're posting an existing game to a new site, you may as well add something to the game and fix certain things that have been broken since the start. For example, "The inevitable". Even when you remove your pants, you get the same thing. And the "Starting gun" one does not work with any of the other words for fecal matter.

It's still a great joke game, it just feels wrong to see it unfixed after so long. In fact, I got a bug the first time. It loaded a save from another site and I couldn't use any commands. You could've at least added more Easter eggs... did you? I'm not the best at finding them. :P

4/5, 7/10.

Fun, but lacking.

Good music and level design... but there's room for a lot more. A simple game like this leaves a lot of doors open.

A few ideas, for this or a third game:

- A back button at the end, for starters. :P
- Have the randomly generated (Or does it just LOOK random?) falling levels push the pieces a bit farther apart. I got two that were almost exactly on top of each other.
- Multiple sets of levels per mode, sorted by difficulty or otherwise. You could have a race track, one piece that occasionally expands into ten, slowly shrinking walls... all kinds of possibilities for more levels.
- A timer on Action mode for high scores, like Classic.
- What game would be complete without a level editor? C'mon, every puzzle game has to have one. It's a law. The game would allow for some very simple drag and drop level editing. Even better if you could assign movement patterns my connecting some sort of movement tiles to a piece, and connect actions and reactions.
- Endurance mode! Pieces constantly fall and the requirements keep changing, with some preset fall patterns like slow falling mazes.

Hope you like my brainy thinkage. I's beens up maybe 17 hours or so so sorry the brainity thinkies not clearly on the little bitta sleepts me be a getcopter.

4/5, 7/10, favorite, tea, bed.

Why even submit this?

I've dreamed of seeing a good IWBTG-style flash game here. Sadly, this isn't it.

GAME DEVELOPERS SHOULD NOT MAKE GAMES HARD BY LEAVING THE CONTROLS, HIT DETECTION, ETC. AS A BROKEN MESS. NEVER. EVEN IF IT'S INTENDED, THAT STILL DOES NOT MAKE IT OKAY.

The original game wasn't this broken. I want to see a hard game that's hard purely from the design of the level, not annoying tricks like making one of many spikes harmless.

It doesn't seem like much thought was put into the graphics. They're mostly just solid colored basic shapes. You could've at least added a few lines to make them look like bricks.

You know, I don't know why I'm bothering with this when it's obviously only meant to get people angry... In any case, with so many glitches, it's a waste of time trying to get through it. I can't really offer any new advice on how to improve, since you already know what you've done wrong here and other reviewers have said everything I would if you didn't.

Still waiting for that decent Flash IWBTG...

Not worth it.

This looked like an interesting game at first, but after playing it for a while, I couldn't wait for it to be over.

From the training level, I expected a platformer with an interesting gravity gimmick, which is about what I got. After playing the next three levels, I was a little confused. So, these babies are all dreaming about the same creatures in basically the same world, and each one has a unique dream with a different generic platforming cliche? Fine. Then I played the next few and realized the game types repeated themselves. I went along with it, but all I really cared about was Mell's story, even though I hardly understood what was going on. I was hoping to see him tell everyone the bad news so that it could clear up the story, but the announcement apparently fell between two levels. I went on and beat the game, but I almost couldn't tell. There was no ending message, no climactic end of their world... I had just seen all the levels. The only motivation I had to complete the game was the possibility there might be an interesting ending scene. I was disappointed.

I really don't want to go back and improve on my scores. The race levels would be a pain to practice and memorize, and the coin levels aren't so much finding the coins as they are trying to reach them with impossibly perfect jumps, which is just annoying and bland.

On top of everything, I actually got stuck a few times. In the last coin level, I absolutely cannot jump out of the platform at the top with all the coins. I was one coin away from beating one of them on my first try, but I couldn't jump on top of a platform because a fling would be impossible and I just couldn't jump high enough otherwise. I even got stuck inside platforms at times.

I like the overall atmosphere and the idea of what babies' dreams could be like, and the gravity could allow for some great gameplay. They just deserved better than this glitchy, empty game.

Sorry for the low score.

The game itself: Great. But the timer: Not so great.

I was only able to beat this game by right clicking, waiting until the music stopped, and then playing without a timer (It shows a big "-"). After seeing how many stages of the final boss there are, it's pretty obvious that the game is virtually impossible. I imagine the game runs slower than intended for most players, since beating the game took about seven minutes at least, about two minutes for the final boss alone. With maxed-out weapons. Never moving out from under its hit points.

Until you can find some way to make the game run normally for everyone, I'm afraid I can't recommend this to anyone except for a quick look. If it helps, I'm using Safari 4.0.3 on Mac OS 10.5.8, 1 GB RAM, 1.83 GHz. Intel. ... Hold on... *Activity Monitor* Memory: 10 MB free... >_< Could that be the problem? Well, in any case, the game's timer runs down before I have a chance to win, and my computer shouldn't affect that *this* much. It should probably be tied to the number of frames that... err... something... Argh, I can't think anymore. I may as well submit.

Ice levels. Fun... :|

+ Good level design for the most part.
+ The choice of music is pretty good. *Looks at author* No surprise there. ;)
+ Legitimately challenging by design, aside from iffy physics and an occasional unresponsive control.
- The frame rate seems a bit low... hurts my eyes.
- Wall jumps don't always work, mainly when you're moving at high speeds. THIS GETS REALLY FREAKING AWFUL ON LEVEL SEVENTEEN.
- The ice physics aren't all that great, which is a problem when ice physics are the centerpiece of your game. The ice blocks are just a bit too slippery. You also don't seem to lose momentum when you're on ice, which is unusual.
- Sometimes, because of the way the screen scrolls and because of the cameraman, you can't see very far ahead of your character, which can be frustrating.
- You can get stuck on the bottom corners of platforms for a second. Annoying. :|
- I don't know if anyone enjoys guesswork jumps, and there are a few of them in here.
- I KEEP GETTING STUCK ON THE ICE WALLS. >8C F@#$ YOU LEVEL SEVENTEEN!

Overall: Despite its flaws, it's a fun little game and you'll probably get through most of it before you get too frustrated to go on.

Level 17 almost made me lose my cookie (It also made me add caps to my review, and my bottom lip is starting to bleed). I spent almost two hours on it because of all the problems I mentioned above, plus it slows down a lot. Well, it's almost 5 AM and my vision is blurry and I'm blinking five times a second and I can't think anymore whee narwhal, so bed. But first, cookie. And you still owe me that sandwich. :P

It's a side scrolling shooter all right.

I just didn't have a lot of fun with this. I tried playing twice, but just lost interest both times.

The perspective makes it hard to play, even with the guide, which perspective should never do. Honestly, it would probably be better as a simple 2D sidescroller. The graphics are good, but mostly they're just repetitive, make things harder to see, and make the game take longer to load, plus they cause a lot of lag if your computer isn't outstanding.

The gameplay itself isn't that interesting. Just an average horizontal shooter, with little enemy variety. Sections of the main game seem to drag on forever, as short as the game really is. The bosses don't change their attacks a lot when you fight them, although I'm not sure if I can say that about the second boss since I gave up halfway through. I think I saw one new attack before I got bored.

When you're not focused on playing the game, the music can get a bit annoying, and there doesn't seem to be a way to mute the game while paused. Or a way to return to the menu. While making a list of the things I hate to see left out of games, those were up at the top.

At some point, when I jumped, I scrolled the page even though the focus was on the game. I also clicked the ad under the game once, and I didn't see my cursor leave the game area.

Overall, the effort isn't bad, but there's nothing that interesting about the game. It's all been done several times before, and this time there are some issues. I'm sure a lot of people enjoy it, but I just don't get what's so great about it.

I want to make music and flash animations, but I can't make them the way they are in my head, and I can't settle for less. Oh, and I'm awesome. :P

Male

Ummm... lion tamer?

Home! :D

Caseyland?

Joined on 1/17/08

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