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154 Game Reviews

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Execution is a bit sloppy, but your level of attention shows through regardless. this game is not one to be idly undertaken as it is "old school hard" as they say. FYI I have a 3rd party controller and after some fiddling the game recognized it just fine, though the mapping was a bit odd. (still very playable however!) The game was a bit laggy but frame rate was at least smooth, so I'll over look it, especially since I'm playing on a potato. Obvious comparison is Obvious so i wont make it. Mood is set well, but your initial level design is a bit harsh on the learning curve. Mounting ropes is hit or miss, and shouldn't be. Further, object detection is a bit to narrow all around, which is odd when you considder how loosey-goosey you were with clipping, (not that yours was particularly bad mind you).

This game is a SOLID 4/4 and something to be proud of. We look forward to many more quality games from you in the future! :D

ColludiumLtd responds:

Thanks for that - I appreciate the feedback :).

I would give this a higher score but I cant get the first skull. the pig won't stay put on the button and speed seems to be less than effective as a solution. I tried to use stealth, and sneaking up on the pig but his trajectory is two low to duck under (can't duck) and to high to leap over. is there something I'm missing? The black bouncy thing seems to be too high to reach, even with pig bounce.

Raiyumi responds:

Hmm.. It's possible to have the pig move fast enough to run pass your head if you hug the left side. Otherwise, it's just a matter of timing.

Very good and It is possible to beat all the levels. I just did!

This is a great 3d engine, and you should be proud. the only comments I have is that Uranus is spinning in the wrong way and framerate is a bit lurchy.

The linage of the metroidvainia is there for sure, but the enemies were not the thing I fought the most-
it was the keyboard. This game NEEDS a control pad to play.The keyboard feels clunky and ill suited to the fine control that is needed, especially for a game that uses wall jumping from such a wide angle. Your wall jump mechanic is fine, but what is missing is a "latch" frame that can be reflexively used as a cue to continue the jump chain. You move straight to slide, and that screws with the timing of the player reaction. Not a deal breaker on a controller, but like I said "Keyboard." I tried many different schemes and a few came close, but nothing felt intuitive or "right." no matter what I tried it felt awkward and cramped-up, as the game wanted to break free and flow, but the control format just held it back time and time again. I'm not sure if you included the option for joypad input, but it would map to my mouse, so I assume not. Add this and the game will shine for the stellar work it really is.

VERY WELL DONE. Good challenge, but quite beatable, many of the levels had me scratching my head for the solution (12 and 19 were particularly challenging). While the mechanic is a bit dated, this is a somewhat fresh take on the box slider puzzle. Being the "box" was novel, as was the Hex-grid layout. No frills because they aren't needed. Power ups would have been welcome, but the game fares well with out, though the absence of a level editor left me feeling like the experience was lacking that extra pizzaz. Replayablity suffers because of that, as game whose simple lines and spartan presentation such as this one, suggest that one would not have been that hard to code up.

Overall: 5/4.5
See you on the frontpage!

Amazing potential. But yeah, out ran the obsticals, and is missing MANY basic functionalities.

BIG PROBLEM. You display the controls for movement, and then take too long to display the controls for combat. I tried all the movement keys, and as I walked through the door I interrupted more exposition. Lock the door until the tutorial ends on the first playthough, or make some sort of "skip tutorial" button so players know to stick around.

This has left me with a bad first impression of the game, and I'm sure it has done for others as well. You could have much higher scores if this was addressed, and then re-uploaded.

OctoFlash responds:

you're the first to point that out so i'll guess it's not too much of a problem. also, i wrote the controls in the description "just to make sure"... anyway, sorry for that inconvenience!

Encountered a glitch where you can escape the final pit and return to the statue, but going back to the pit, the platform is now stuck, but to far down to jump out again.

Also, the animation gets a bit laggy in places.

Other wise this is a good metroidvainia style romp well worth a few replays to get all the story.

Shows good potential but has a few coding issues. Clipping and hit detection on the walls needs to be tightened up, and sound overlaps on restart. Other than that it's pretty solid and offers good variety. Shame Sega didn't think of this, at the very least as some sort of mini game in a regular sonic game.

Codeman160 responds:

The reason for the clipping is because I had to redo the collision mask so sonic wouldn't end up bouncing forever in the same direction.

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