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TheMajormel

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Played on both mobile and desktop.

personally i really like the concept but I think you really need to add a timer. Sometimes matches with the cpu tend to be a waiting game. each of the characters definitely feel distinct enough, with some (like dimitri) feeling like a grappler in a fighting game.

another thing, I think you should fix the camera for races. It's really confusing when it snaps back to the ninja, and i felt the point was just fine as is.

so far i really like this game. Haven't beaten it yet but it's a cool game. def see some potential here.

EDIT: forgot to mention, Parries having minimal knockback is kinda lame since i can parry someone at the edge and it seems like they straight up just lose. Along with having lowspeed if you start at low health. only major gripes about the game.

rotcivsette responds:

Thanks for the feedback! The timer is something I already have on my to-do list, it indeed needs something like that. About the races, you mean that it's unnecessary to try to fit both racers and that I should focus only on the player? And about the parries, the intention is to minimize your own knockback. So if the enemy parries too, they reduce their knockback too. If you (or your enemy) don't parry, then the knockback increases. But I'm working on more feedback to the player so the mechanics feel more intuitive and smooth. Thanks again for playing!

this is the only pixel day game that encourages you to have your own playstyle. that's why I gave it an 5 star. It's very beginner art-ish but there's a lot of cool ideas in here (the megarobby being able to jump on top of Izzy to hitch a ride is very cool.)

somethings that I feel would make the play experience much smoother:
- have a fail/killscreen. It will make things less confusing for new players.
- consistency with how dashes/attacks work would be splendid.

it has obvious shortcomings but its clear there is some thought in the gameplay. The bossfights are also pretty fun and I feel is the true highlight of the game's simplistic style.
-

scottwjsm responds:

I am glad you liked it! I will have to finish this, it will be an entirely new game.

the portal is for finished (or presentable) projects and this is neither of those. I'd say for a scratch made game it could develop into something nicely. I'm curious as to why spells also cause the game to soft lock....

besides that, I feel you should work on it some more. specifically

-add in revives. You have a state machine working, so i'd recommend basing revives off of that with some parameters.

-you clearly have hitboxes working but for some reason hitting the red square with my attack does nothing? i understand it's a little demo/prototype thing but people are most likely expecting to actually hit the thing.

-i still don't understand why you uploaded this knowing casting spells freezes the game.

You're starting out and that's fine, but posting work that is nowhere near finished like this to the portal will not give you a proper idea of what to fix and add on imo. people will judge the game as a final work, even if you yourself say it isnt final. I recommend posting this on a dumping grounds and sharing with your friends/other peers. this aint the way to go

Winkwing responds:

I see, thank you very very much.
I will not upload anything else of the game until the first actual enemies, boss, and level is in the game. Thank you for the feedback, as it really does help me a lot. If you have any other ideas then please do feel free to contact me and let me know!

Also, just wanted to say that the red block is not an enemy and is instead a test for taking damage.

The visuals are very cool but i feel like the pixelated look should be toned down just a little bit.
Also I wish that enemies cant just one touch you, but that's just me(I'll admit im playing this with a laptop touchpad so it's hard for me to accurately click)

really cool!

blackgobygames responds:

Hello, thank you for the feedback, about the one-hit thing, I was thinking about this too, maybe I should implement a difficulty setter, so the player has some health.

for your first game, I'd say you've done a pretty good job.

its a standard running game but it's handeled collisions very smooth and I think you got jumping down pat.

nice one!

max109y responds:

Thank you so much! It is my first mobile game before I did 2 short browser games.

would've been better if there was an end-goal or something

Winkwing responds:

It's TETRIS...
Do you not know how Tetris works? There is no end goal, never has been.

I thought the scenario was really interesting but everything else is really bland. The schools map should've also been downsized/straight to the point. there's so much unneeded extra space in the hallways.

fouzi94 responds:

you have a point about the enviroment ...
I'm working on adding a fast travel option and filling the school..
Also the rest of the game will have parts that take you outside of the school
Thanks for playing the game

I actually really enjoy the game loop for this one. As soon as i realized that unicorn horns give a slight boost to health/temperature, it allowed me to play a little bit more aggressive. Main problems right now are the weird sound bugs that'll sometimes happen(sound skipping? i think it'll only happen if you leave the game running while scrolling the screen) and the game also crashes at the end (I use the MIn browser with win10) Besides that, I'd love to see this expanded into a full game!

MissingTheMoon responds:

This is the first time we used WebGL and FMOD and we still need to figure out how the music and sound are scuffed. It's also not scuffed for everyone, for some it works normal. Thank you for the feedback and playing our game, we appreciate it!

-Lucario is way too slow
I discovered that he's slow due to this being developed around stencyl's physics. You should've tweaked it to not only be faster, but make jumps less floaty.

-poor/inconsistent collisions
lucario will stop dead in his tracks if he's a few pixels away from a block. It's evident in the first level when you go up the stairs. It rears its ugly head during some pivotal moments.

-bland level design
the spaceship level is bland with the same enemy type appearing over and over. Pointless Car section; if there's no secrets to be discovered, or no one to race, then just bring me to the next level. The levels offer nothing new.

-it'd be great if i can jump off a block as soon as i land on it.
number one gripe here. Please play more super mario bros to see how to make a platformer.

it'd be great if you can find a way to make it possible to share levels with friends.

this game just needs lots and lots of polish. It's way too average.

2Mickennxtre68 responds:

Thanks for the feedback. I'll work on adding more to the level editor, as well as more variety to the levels. As I said in the description, this is gonna be more of a periodic project so expect lots more hopefully.

i like the idea but the game was so laggy for me and frames wouldn't come out right. I tried to lower the quality and the game was still lagging. I still enjoyed the game but it really needs optimizing especially for a fighting/wrestling game in flash

bomb-A-HEAD responds:

The game only lags on my 9 yr old laptop, that has problems playing a lot of things without lagging. On my mid-level/standard desktop and my friends Mac book, game runs at full speed 100% of the time.

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