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ShadowWhoWalks

15 Game Reviews w/ Response

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The aesthetics feel great, and the multiple layers of mountain gives a good depth of the arena. The dinosaur sprite is very cute, and the color palette made it look almost 3D. I think it looks great, especially if played on a phone.

Some design problems:

You chose very bright colors for the background and the objects, a lot of the things meld into the scenery and it isn't pleasing to look at. I would recommend a different color set, check the 'color wheel' on google and choose opposing colors for backgrounds and game object

The dinosaur moves too slow in contrast with its size. A more appropriate movespeed would be 5x ~ 7x its width per second.

Objects spawn too close to each other. A minimum distance of 0.5x each object's width is recommended.

Other than that, I'm looking forward to checking out that source code. I have no idea you coded this, I think it'd be great to learn.

Happy Pixel Day!

RobbieSkater responds:

Awesome response, was intended for mobile but I'm not quite there yet. I coded the whole thing through DOM html elements w/ JS. I didn't use canvas, it was more to learn general front end html design and teach myself the concepts behind looping and runtime game engines.

Hoping to work in either unity and or swift in the near future for more detailed projects.

I don't know how such a great game got overlooked
good graphics and game feels all around
very hard - until you learn to advance slowly and carefully instead of just going in guns blazing, which is most people would rather do if they got their hands on a sweet ass gundroid like this one

Jantaaa responds:

Hey, thank you for the review, Im glad you like it. Im still working on the game adde new features. Still there is lot of work, especially new levels etc.

Im glad you like it and stay tuned for new info & releases :)

wonderful game, great balance of humor, arsenal, and strategy, and there are plenty of secrets to be found! For I second I recognized the graphics from Dungeons of Trogdar and thought you were the same author, but I guess I was wrong.

I did have to put it down from time to time though, dying near the end and restarting all over got a little tedious.
I wasn't able to step through level 2's learning curve until I realized that I can shock enemies two squares away by accident, maybe a bit more hint on the shock tooltip can avoid further frustration.

What else...
The secret invisibility spell is overpowered, but it sure saved me in many pinches between lv2-5. It puts the shield, haste, and alacrity spell to shame, especially since we get it so early. On the other hand I'm glad to have this lifesaver so I don't have to repeat certain stages from one fumble. I'll try another run without invis sometimes.
The spell casting gestures feels a little unnecessary, it was cool at first but bothersome near the end, plus some of the spell-ready sound clips tend to repeat if you hold the mouse button a certain way, this happens quite often by accident.
I still couldn't figure out what kind of buff the dark elf swordsman is using.

HypnoticOwl responds:

Thanks for the extensive feedback!
The sprites are from Oryx' 16-bit fantasy spritesheet. There are actually a bunch of games using them. However we have added new animations.
Understanding the reach and behaviour of the Shock spell is indeed a little hard. It's just not very intuitive. We have tried our best to clarify it on the hints, but we also didn't want to annoy players with too many hints. Most people get it now, but it always takes some tries ;)
The secret spells are all kind of overpowered, but you'll have troubles without them on Master difficulty.
Regarding the sound repetition, do you mean they looped endlessly?
The dark elf swordsman use Acceleration to boost how far they can walk :)

after numerous losses I managed to shut Kim down by blocking his path after he misses a ball, the timer still runs as long as Kim is the last person who touched the ball. It would've been a humiliating shutdown for Kim if the secret police didn't bust into the field and cancel the game at the last minute. Speaking of which somebody's knocking at my front door I better go answer it.

DBuck-Eye responds:

Glad to hear you won! Hope you enjoy the gulags, traitor!

I would just like to point that this is the very first time that I was able to right click on a flash game and that alone impressed me to the point of no return.

mattahj responds:

Thanks! It's not a flash game though, HTML5 Canvas + JavaScript :P

Check out http://impactjs.com/

this is a wonderful game with great AI and polish, but given a poor first impression.

The biggest turnoff is the clunky keyboard controls, for player 1 to walljump and shoot he needs to focus on 3 different areas on the keyboard: space, J, ASWD. It would be best if jump shoot and dash are closer together. Arrow keys + ASD or WASD + JKL is a much better choice.

I can't even imagine how this will work for bro-ops, it is impossible for 2 players to unless they hold hands or something. If you can figure out a better control schemes, you'll have less players getting turned off and end up browsing facebook.

TooDX responds:

Glad you like the game ShadowWhoWalks! :D

If you don't like our default controls, you can customize both player 1 and 2 to your liking in the controls menu on the title screen. Additionally, if you go to our website, www.bossesforever.com, you can download the game and use a gamepad. We'll be posting a native windows version soon as well, so it'll instantly recognize your gamepad. Watch for that in the next day or so.

kept coming back until I had about 50 broken pelvises
got to Elton John before I decided enough was enough and gave the game a rest

suggestions would be making the D key more obvious (took me a while before I realized it was D + direction to spike a cart)
and increasing spawn rates for every replay because stabbing mofos for the first 1500m gets old real quick

DBuck-Eye responds:

I completely forgot to explain the direction thing, so I may update that. As for the spawn rate, do you mean that I should make the game harder each time you fail? Or should I increase it, then decrease it back to normal at 1500m just to prevent boredom? That's really not a bad idea... Thanks for playing so many times and for the honest feedback! :)

10 out of 10 game of the century, captures the castlevania spirit perfectly

I was cynical at first about the controls and movespeed, but after a few seconds I totally immersed into the environment and became Andate Troppo Belmont. Not only was the subject of satanism handled excellently, it was also a very touching story between Andate and his contract with lucifer. Everytime when he attacks you could almost feel his suffering through his journey.

TheBlueberryHill responds:

Thank you, ShadowWhoWalks. You have the true Castlevanians' soul! Perhaps you are really Andate Troppo Belmondo!! You and your contract...

amazing game, we should collaborate, I'll the idea guy. I got these great ideas on some really cool NPCs that Yorick will run into on his quest, one of them is a demi human demi celestial half elf called Shinkanomaru, PM me for more ideas, all I ask is 50% of the revenue share.

When Yorick screams Holy Diiiiver, my dick melted.

IdeaGuyStudios responds:

Definitely, man. We'll idea it up and like sit around a pretend-table, and the game will practically make itself!

that was a great game, great use of graphics, and I love your 'no you don't need a tutorial get your ass moving in gear' concept of games. The AI was pretty good, and most of the time they can't be abused.

Got a problem though.
I got to the circular stage where the terminal shuts off the lights, but I always lose control of my character after the light is killed. That's where I got stuck, seems like a bug to me. I use firefox.

I-smel responds:

Thanks, stealth games usually have like half-hour tutorials.

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