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ShadowWhoWalks

64 Game Reviews

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great game

I loved the atmosphere in this game, and I enjoyed the controls and the realism...
Until the game stopped becoming a free running game, then transformed into a platformer.

Playing platformer with the sluggish, slithery, whiny protagonist makes me want to punch babies into my anus then shit them out of my mouth. The level design also showed us that the programmer HATES the player and DELIGHTS in their suffering.

I liked the ending though, and I regret not playing easy mode.

amazing concept

amazing game, I was a little disappointed in the ending, but the process with free roaming environment was a lot of fun.

The only gameplay part I didn't like was the dashing, girl always end up banging into a wall, but also gains invincibility in the process. In fact, I was only able to beat nightmare because I kept dashing into walls to become invincible.
I feel like if you made it dash like the megaman games it would be more convenient.

also +509 internets for full life reference

amazing concept

I love how insane this is
but one of my biggest complaint is that it's hard to pick on the line that you intended. The detection area is quite awkward and sometimes I end up in choices I didn't make.

This lead to some hilarious result though, I turned furry after being raped by a nightmare monster, and then the game refused to continue.

love it

lots of improvement from chapter 0, great use of immersion to your super detailed RPG engine, lots of thought have been put into this great RPG, 5 for sure.

I was hoping to see more plots, 90% of gaming time is spent on simulation rooms and boss rush. Still, great game.

Is there any other hidden boss besides from the closet ghost? Jesus christ she was hard, and even harder without zero, I was very lucky to survive her with emergency tanks and grenade spam.

good game

An extremely impressive engine, with a lot of polish. This is awesome.
The gameplay is great, but the execution needs more work, here are some problems I found:
Tutorials are too complex, you'll need a more interactive way to draw the player in. Wall of text is ineffective, especially when trying to introduce a rich engine such as this.
I also suggest WASD keys instead of arrow keys, because the player will need to press space a lot. If all the actions can be executed with one hand it would be less tiring.
I like the multi-atk combo for busters and z-sabers, if you can add more "oomph" to successful combos (say, expanding text or split second zoom-ins), it'll be very satisfying to perform them.

Haha, last boss bottle was hard. Couldn't have done it without the bad mojo vial, and if I didn't have replicate zero's heavy armor(instead of the light chip) it would've been impossible.

Looking forward to chapter 1. Also, good luck with your job.

ChamberACR responds:

Thank you for your suggestions. I'll look into changing up the control scheme for the next installment, and possibly snazzing up the interface.

If I see that fucking cat

one more time

Kevin responds:

shit bricks

great

just what I needed about ceiling collisions and such, thanks for the great tip.
My current problem is detecting wall collision while in air (character sinks into wall), but I'll work around that eventually.

Goodluck on entering tutorial collection.

sweet

I thought this was pretty cool

I'd say you could grab some voice actors and come up with an even more intense battle engine and this'll be perfect

voted 5 mainly from the intro

awesome engine

unfortunately I don't have the time to go through it

but if you can also have a demo to use as reference, it would be great

whoa!

the game is 100% versatile, AMAZING
reminds me of prince of persia I played a long long time ago

and you got the godly dustball to voice over for you too!
nicely done

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Age 26, Male

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Joined on 9/28/02

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