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gukinator

6 Game Reviews w/ Response

All 26 Reviews

It's a fine game, nothing too new or interesting but not bad. One thing I think could make it a lot more fun is if the movement felt like it had a bit more weight, or swing to it. Right now it feels like you're just slowly drifting, moving at 45 degree angles is hard to tell immediately even, its very soft feeling. Feels a bit mismatched with these big forceful punches you push people around with when you crash into them. Additionally, moving down and left at the same time doesn't work for me, all the other diagonals do though, starting at their orthogonal

PattingDoggos responds:

Thanks for your suggestions :)

Pretty ridiculous and funny, the inside jokes were nice. At first I thought you made this in flash and I was fairly impressed, then I saw it was unity, and now I'm wondering why the collision response was so jumpy when you're using a pre-coded engine? There are also some graphical glitches, like the tiles above the bathroom doors, they flicker as if trying to render partway through the ceiling.

DevonBachman responds:

Thanks for playing! I'm not very well-versed in Unity's physics, and it may very well be that my method of movement was faulty. The graphical glitches should also be fixed in the newest version.

Cool game, fairly standard, nothing new really. But it wasn't too long, and it was fun. My only gripe is that you don't get to actually utilize the final mechanic for anything other than traversing to the end, which is able to be done without it anyway. Perhaps a final boss where you use the jetpack?

Guy-Unger responds:

Of course I would have loved to add a final boss, lots of jetpack puzzle and what not. But there's only so much you can do in 72 hours ;)

The game uses an interesting concept, and the art/music/ambiance is AMAZING. Personally, I would really like to work with you if you ever had a game idea in the future. I am an experienced programmer, and your art style is just fantastic. Regardless, good job, but the gameplay could use some work. :)

CaproCapro responds:

Oh, thanks! You are very kind, but I prefer to work alone.
I like to control personally every single detail of my games. :)

Meh, its ok

please do not use

if(circleA.hitTest.circleB)

it tests for squares not circles, so corners can hit
instead use

if(circleA.radius + circleB.radius < Math.sqrt(Math.pow(circleA.x - circleB.x,2) + Math.pow(circleA.y - circleB.y,2))

it tests to see if the distance between the two circles is less than the radii of the circles combined, so its actual circle to circle collision detection, instead of square to square

ZomgGamez responds:

Thanks for the info. I'll use that from now on when I make a character a circle. :)

Pretty good start here, add some more enemies, bosses, power ups and such and you'd have a great game

jamiez responds:

Thank you very much! Made this for a Uni assignment! Might look into adding some more stuff as you suggested! Thanks for the positive feedback! :)

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Age 30, Male

Programming & IT

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Joined on 7/22/08

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