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View Profile InfintyDragon

154 Game Reviews

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Mouse to aim and fire....:\

I know folks put a lot of thought into that but the control scheme never jived with me. Also, there is a glitch at the beginning where if you run out of you house too fast, you miss the gun pick up... and well... that kind of ends the game before it begins. You should have it drop outside the house to avoid this situation. Other wise good and mercifully short. 7/4

I-smel responds:

I did that on purpose. If you're dopey enough to leave the gun where it is then you'll have to just deal with it.

Original?

Yes, but not quite. Game play wise it's fresh and has a perceivable learning curve, but you failed to implement them or allow for the player to learn those concepts of game play in a controlled manner. Sure, you displayed the basic controls, but you lacked the explanations for the more advanced techniques. Also, Many levels simply had to be trial and errored to a degree that almost makes one feel that dieing 15 times in one spot is part of the solution. For a game that touts speed as one of its core game play mechanics, having to wait for hazards to align properly kills the buzz. (games of this type should reward the speed of a player by allowing him/her to narrowly miss the hazards by maintaining precise timing and speed, hampering the slow or mistimed with those same hazards.) The timing of the hazards you placed had such minuscule windows of safe passage in some places that simply throwing yourself at them and hoping you hit that window was the only realistic way forward.
The life rewind feature was a blessing and a curse while it meant that you had infinite opportunities to complete the task at hand, it also worked as a form of time punishment as the longer you stood around, or took to complete a challenge, the longer the rewind took. This punishes patience as a well thought out - but unsuccessful - attempt is treated to a "long" wait to get back to the action. This harms the games flow.

This game however is got potential to be big. Mixing elements of sonic with minimalistic level design and plot clearly inspired by Portal is a surprisingly fresh recipe for success. A sequel would be most anticipated and I'm positive it would also be quite popular. (Just don't try so hard to kill the player.) ;)

This is a lot like smash TV

It's an old atari/NES game It has a fairly identical game mechanic. Where yours is different, is that yours is better. It really was the power ups man. The bonus rooms were good, and the various magic spells were fun and varied. I got to level level 7 before I died with a rank of paladin. ( I kicked it in room 9S) The addition of spikes in the rooms was a good way to add variety, and while I didn't get far, the game was starting to get stale if not for those. (having the spikes come from the left only was a nice way to spice that device up, and I'm sure you would have had more up your sleeve the farther I went. Didn't see lava, or water. Don't know if you introduced walls at some point. A shop after so many levels might have been nice, you know, to make some of the power ups more "permanent." (like after 10 floors you get to upgrade your sword so that it has the power equal to the amount it did while "powered up" on the floors you just left, or the ability to get instant kills on "weaker" enemies.)
Anyway, fixing a existing game concept that was broken earns you at least a 9 in my book. Good job and a sequel might be cool.

Needs tweaking

I played another game like this a while back, but instead of firing the drill into the ground it was a little tank like thing that could drill sideways and down; it also had a booster for flying back to the surface. The challenge was to get as much stuff as you could before your fuel ran out because you needed to have some left to boost back out of your mine to refuel and upgrade. I thought that was a blast to play.

This is fun as well, and in it's own way it is very good! ^_^
Still, it has room for improvement, and I hope you take these suggestions to heart and make a sequel.
First, The directional arrows here are a bit awkward to use; Not at first, mind you, just after you get the cannon. the A S D keys would have been more comfortable to use while I used the mouse to actuate the cannon.
Second, using Enter is another awkward key choice, and had me having to press it to shoot the drill and then trying to quickly get my hand into position on the steering. Under your current control scheme, Up would have sufficed. If you take my first suggestion, then the obvious choice would be "W."
Third, while it does take a while to get upgrades, I file that under "learning curve." But others are right; you should show gotten upgrades, as well as prices for upgrades to come. (at least the next upgrade up). It would take some of the guess work out strategic shopping.
Fourth, While I understand the idea of speed here, the bullets you fire do not move fast enough to be an effective weapon while at speed. I found them more useful when I was coming to a stop to nab those last few gems, or fuel container. The problem is that often times I'd be right near a fuel tank but I had already come to a complete stop, and thus my ability to fire had gone away. I'd like to be able to fire for at least a few seconds after coming to a stop so I can at least clear the screen...actually, being able to "Pause" the drill (as an upgrade) would solve this problem perfectly! :-) (of course that would/could make the game far to easy, but then it could the last upgrade you get...or something.)

This is otherwise an excellent game and I hope you make a sequel!

The difficulty is high

But so is the fun! I'd like to say that hardness comes form the control scheme, but It might also be the auto scroll. I'd just let us as the players and Mario dictate how fast to scroll...Of course...that could be the subtle bit of the tetris challenge that you engineered in there... As you progress levels the levels speed up.. ;)

Extra challenging

The ball path indicator would kind of defeat what makes this game challenging, but if you made one, I'd only use it as an easy mode. The other suggestions about using the arrow keys are good, or you could just type the size of ball you think is appropriate.

This is made entirely of win

Worth every 5 and every 10.

This reminds me of those cheesy early 90's action cartoons with the wildly unrealistic plotlines, or relied on rather shaky justifications for there existence.

I cite one "Cadillacs and dinosaurs" as a reference here, and as beloved as it is, "biker mice from mars" was really no better if you think about it.

Ahh...a more innocent time when all that was important was that there was a loosely fabricated moral at the end, lots of heavy metal and your daily recommended allowance of explosions.

RAWWWWR-TASTIC!

While this Game has been done

It has that little something that other games of this type lack. I found the game had a simple challenge to it that others lack as well as features that make the whole experience more intuitive. Rather than make the player traverse a simple terrain maze you gave us a task as well, and that's what gives this game sha-zazz. I did find some issues that make this game more of "good start" rather than a polished final game. I would add some sort of "medium" for the player to fall into other than empty air. Mud, spikes, crocodile infested water, you know that sort of thing. Varied backgrounds would have been nice and some greenery in the foreground like dune grass or shrubs would have given the game a satisfying real world feel. Your physics were exemplary and you even made the game make use of proper take off angle as a puzzle element in some of the games. Setting up the proper angle of the bike really pays off and a bad start will come back to bite you in the ass later on down the course. Verry well done. With some spit and polish, perhaps some different modes, this game could make front page with out too much trouble.

Epic Puzzle

This game give a superb feeling of satisfaction when completing a tough level. I got to level 27 before my brain locked up couldn't crack that one. Perhaps some different tiles that affect the flow of electricity, I would have also liked to have seen the final product as an optional reference. Of course a level editor would have REALLY put this over the top for me.

Lacks one MINOR thing

When I played doom on my ol' 386, I remember being able to maintain the invulnerablitiy. God mode, it was called. It was for cheaters, yeah, but it gets you out of alot of tight jams, and also allows you to explore with out having to worry about such tedious things such as acid pools or barrons of hell thwomping your ass every time you turned around.
As for all the other codes? they all work as advertised!
idbeholda=Supercharge
idbeholdi=invisibility
idbeholdl=Light amplifaction
idbeholdr=radiation suit
idbeholds=Bizerk
idbeholdv=God mode*
idchoppers=chainsaw
idclevXX= Map warp (input any number between 01 and 32 in the "XX" slot to warp)
idclip=Clipping enabled (can walkthrough walls/debug mode)
iddqd= Invincibility (oops! I forgot this one! THIS is God mode. B) ) (i'll try it later ;D )
iddt (auto map functions. Input once for a full map, and again for item and key locations. Once more resets the map if I remember correctly)
idfa= collect all possible ammo and weapons. (No keys)
idkfa= the imfamous DOOM CODE. This baby gets you every thing on the level including the keys (but you must reenter it at the beginning of each new level)
idmusXX= music selector. in the original game there were 35 tracks. This follows a similar principle to the map warp code above.
idmypos=this shows your location in hexidecimal. This was more for developers and serious geeks. it causes a string of numbers and letters to be displayed at the top left of the screen. These are the numerical triangulation points of where you are in relation to a given point. (might be the exit, but I dunno). I imagine it was more useful for helping your friends find that stubborn secret that their lame ass couldn't locate on their own. :P

Age 42, Male

Food Production Work

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Waterboro, ME

Joined on 4/2/04

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