00:00
00:00
Jeferson

2 Game Reviews w/ Response

All 7 Reviews

I always enjoy a game that's simple to grasp as a concept and proves to be difficult in execution. Your game is difficult in execution over a particular concept that I failed to recognize until I saw you mention it in a comment, and once I understood actually made it extremely easy to beat the game again (5 minutes instead of an 45): friction. Even with the word tip, I felt accomplished to be forced to try and find another way to play through to beat certain levels, and made it a more enjoyable experience.

My critique would be although once I learned how to do this (with the infamous empty level with the goal in the top right corner), I could actually do it to most of the other levels in the same design when I played again, and it felt like I was easily able to abuse the game play. Otherwise, this was a very atmospheric and worthwhile game. I feel if you're going to go with the concepts of depression and shadows, that you should elaborate and include more detail in an expansion or sequel, otherwise it's a bit too light to do anything with it.

Cheers, hope you do well in the contest.

LucidShadowDreamer responds:

YAY, thanks for such a good and honest review!

I agree with most of what you said here. Simple yet difficult is often a good formula. Yes, I know that as of now, this game lacks some replayability. And the tip about using friction can be very helpful indeed. I of course, since I am the developer, can beat every single level in at least two ways, haha XD
And I'm also aware that one can, as you said "abuse" the game at certain points using similar techniques. However, there are many more ways you can abuse the technical parts of the game to make the puzzles easier. And even if you couldn't do this, you would remember the solutions to most of the puzzles you've already compleated anyway :'D. But I'd like to point out that a part of the game is meant to be more "physical" (it's kind of a personal reference, about something that should remain private). I didn't have time to do this, because of the deadline, but I'm currently editing in more text (story) into every level, which will both keep it more interesting, as well as help with the theme!

Thanks again for the review :3

Good play :)

I only have one complaint, and it's just when the area of the box is the same size as the screen or smaller, I think it should just stay there, instead of the view shifting when the box moves into a corner.
In the bigger areas, it makes sense, otherwise it's really irritating on the eyes.
But that's really just personal bitching.
Otherwise I really enjoy this.
Hope to see more from you!

amaupin responds:

Agree completely, to be honest. I never was happy with the way the screen scrolls. In the beginning of development it always stayed centered on the purple block, but as I started making levels I quickly realized that wouldn't work and some levels would be impossible if you couldn't see all your blocks when they extended offscreen. Never thought of making scrolling behave differently based on the size of the player's clump of blocks. Good idea!

Thanks for the review!

Musician and writer.

Male

Colorado

Joined on 8/6/10

Level:
7
Exp Points:
420 / 550
Exp Rank:
> 100,000
Vote Power:
4.85 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
1
Saves:
3
B/P Bonus:
0%
Whistle:
Normal
Medals:
476