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Doneveno

80 Game Reviews

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One thing I'd recommend

Let us know how few colors we could use before finishing the level. It's not like doing the four-color solution and then finding out that you didn't get a gold star is any more challenging, just a waste of time. Aside from that, very unique.

A level editor might be nice. Especially since all you'd have to do is give us the ability to draw white lines and then prove we can finish the level.

onefifth responds:

Agreed, displaying the minimum needed colours is something I should have done. I thought of it, along with the idea of a clear button, but didn't end up adding them because it made the UI look ugly Xd.
A level editor was also thought of, but not possible based on the way I coded it, and I wasn't prepared to restart the project at that point.
The feedback is appreciated!

I guess it's alright

As far as art games go, it has some merits. It's at least fun to play more than a few minutes, but the whole "look how stylish and cool I am" aspect is lost on me. I guess it's because I'm not a liberal arts major, but I tend to go for function over form.

Alright for a couple minutes

I mean it wasn't bad, it just doesn't really have anything going for it aside from the "stylish" graphics. There are a million other games like it, this one is just smoother.

One thing to note is that some combinations are nearly impossible to deal with. Once I got to about 3.9 km, there was a height difference of about two screens between two buildings, and the second building was very short. Since I was going so fast, neither dropping nor jumping could have saved me.

Great

Like Drunken Masters, but somehow better. I guess Drunken Masters was a bit too involved. Can't really think of anything to improve, although for some reason during the last day a ghost started making Onigiri for me. They'd just come out of nowhere and roll right off the end of the table.

Also, LOWER YOUR PRICE. I guarantee you'll get AT LEAST 2x the purchases with 10 dollar price tag.

Couple things

The controls are really...not great. Up to jump would be much better, coupled with, say, holding down a button to lock yourself in place so you could adjust the cursor as you wish.

You mentioned the level codes having to be ~25k characters long. You could easily write a compression algorithm to make it much smaller. For example, if there were 5 blocks of color X in a row, it could simply read X*5 instead of XXXXX. Additionally, chances are most blocks are going to be clear. Don't need those in your code. Try it out.

It has real potential. Maybe adding something like a tetris-esque physics system you can enable/disable would make a fun little "destroy the castle" kind of thing possible, or pre-made levels you have to edit to make look like something in X moves.

No idiots allowed

Ignore all the people saying "zomg the snake goes up down up up down down up whatever". Even if there IS a preset pattern, there's really no reason to memorize it. If the snake goes along the bottom with his mouth closed, he'll go along the top with his mouth open next time. Same goes with top closed, bottom open.

I only had two real issues with it. One of the worst things a game can have are permanently missable aspects unless they're INCREDIBLY easy to find or completely unnecessary. I don't really want to spend another hour playing this game again so I can get another 1000 points for a medal. Not this one, anyway.

Don't get me wrong it's not a bad game. I just have no reason to play it again unless I really want medals. All the enemies are in the same place, mushrooms, switches, etc. A sequel that includes more things to do and more ways to do it could easily be one of the best games on NG. As it stands, though, really the only thing it's got going for it is the great art and great programming. The gameplay needs work.

Kajenx responds:

Yeah I changed the boss this morning so it's easier now. Before it would line up to attack the player, so it seemed more random. :/

God damn

Did you even test the collision detection? You literally fall through platforms if you go anywhere near the edge. Makes the game almost unplayable, considering jumping puzzles demand precision jumping, which you can't perform.

Fix the platform system and this won't be a bad game, but as it stands, gross.

game-ending bug get

On the fourth level (tassel trouble or whatever), I got hit by one of those...eyebrow bullets, or whatever. It blew up and I lost 3/4 my health. At that point, I got stuck in the running animation, only...the entire game froze except when I walked. It was like playing Braid. Problem is, I couldn't jump and whenever I hit an enemy (or spikes) Max would die then come back to life one second later and I'd just keep on truckin'. If it matters, the particular bullet was the one on the bottom in the first two-bullets corridor, just before I reached the end.

Aside from that, not a bad game, although the level design got a little stale after awhile. Some more "toys" might have been nice too, the candle, feather, and tazer paled in comparison to the vibrator and cat o nine tails.

WHAT IS THIS

Doneveno? That's me!

Good idea BUT

The controls were GOD-AWFUL. I mean, the premise was solid. I like the idea of the randomly generated bridge and the obstacles and all that crap. But the whole feel of the game is very 2001. The graphics, controls, presentation...all terrible. I'd take the game and retool a lot of it and just resubmit it. I hate to see such potential go to waste because of developer impatience.

screeeeeeee

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