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johnjohn0421

60 Game Reviews

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This was great. The game itself was a 3.5 starts, but I added another star for the fact you did a good job on the music and another half star for the fact that this was done in a considerably short time frame for the game jam.

What, if any, game frameworks/tools did you use? Flixel? Ash Entity Engine? Anything?

catamin responds:

Thanks a lot! :) The game is written on Haxe + OpenFL (it looks a lot like AS3). I used my own "entity framework" (it contains only three classes really), everything else (particles, frame animation, collisions) was written during jam. I tried Ash earlier, but I found it quite unhandy, it's too strict for me.

The story is certainly compelling. Wish it were longer. Also, if you do plan to continue this, then I think allowing other control layouts will be helpful. ASDW + J/K in addition to the arrows + ZX. Love the pixel art backgrounds during the ruined cityscape.

Fun, fast, easy. My biggest beef with it is that there seems to be a memory leak somewhere when you die. After you die a few times the game starts to grind to a halt. My fan on my laptop starts spinning up too.

HenrikSahlin responds:

Hmm I'll look into it and try to solve it if I can. Thanks!

It was fun, challenging and kept my interest to the end. I wasn't at all interested in the story but then again I'm impatient. Good job folks.

TwinBlazar responds:

Thank you. :)

I didn't play the first one so I can't compare. But overall good game mechanics. I played through to about level 12 then I started getting bored. If there were a story or some way to get me more invested in the character(s) I'd think this would be more fun.

I really like how you engaged the NPCs to defend themselves with the weapons crates. I just wish they'd help each other out when getting attacked. Even melee attacking the zombie that's attacking the NPC.

As to Sharpnova's comment about the music: I'm no fan of this kind of music but I just ignored it. It was only playing at the beginning of the game, not during gameplay. They must have a chip on their shoulder or something. Do what makes you happy and to hell with the rest.

Good job sir/madam

I love the concept. It's an abbreviated version of your typical rogue-like, side stepping some of the more clunky mechanics of the typical rogue-like game play. My only gripe is that things get HARD in level 2. You continually have to restart to get the right path. Maybe there could be some algorithm for seeding a 'preferred' path.

I love this game because a) it's a father/daughter project (I can relate) and b) it's actually dead simple game play. I'd give it 4.5 stars but I knocked it down to 3.5 because it has terrible performance issues once you play and die a few times. Only a refresh solves that. If this is written in as3, then you have a memory leak somewhere.

A fun game that kept me wanting to beat it. I like the simple game play. The interface is a bit clunky, and no hotkeys for the magic powers is just lazy. You should have that easily implemented. Then again this seems to be targeting mobile. The last boss is pretty darn hard. I found that the spells were pretty useless during the game. All I needed to advance was decent mana/health regen rates and extra damage mods to my staff.

Good effort. But it's not fun to play if you have to repeat everything over. Maybe an update will have checkpoints.

Given the fact that you did this in such a short time frame is a testament to your skills and creativity. I think the gameplay is rock solid. With a little bit of polish and a bigger world/game, you could have something here. I wonder how this would translate to a mobile platform.

What tools/libraries did you use to help you create this? Flash obviously but Ash Entity Engine, Flixel, etc.? Would love to try my hand at making a platformer

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