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HeartOfTheStorm

10 Game Reviews w/ Response

All 26 Reviews

let me skip cutscenes, zoom out the camera, move the camera a bit in front of the player (look at mario's camera), fix the broken jumping/shooting, fill the levels with stuff to do rather than just walking in a straight line and occasionally shooting, don't credit popular people as "Inpiration" just so it shows up in their fans' feeds

JAM-POWER responds:

Thanks for the feedback! I’ve gone back and addressed a lot of the issues you brought up—things like the jumping/shooting mechanics, Cutscene skip button, and the camera—so the game has been improved since your playthrough. I’d love for you to give it another shot and see what you think now.

As for the credits, I didn’t include popular names to chase views—those creators deserve recognition for their contributions, especially since they allowed me to use their characters (characters such as SunnySide, Ritz, the Pico’s School cast, and many more characters on the way in future updates) Feel free to check the in-game credits (accessible from the home page), and you’ll see that everything’s properly attributed.

I really appreciate your thoughts, and I’m always looking to make the game better. If you give the updated version a go, I’d be curious to hear what you think!

Some cool and subtle mechanics, but man the Boise level is hard; miss 2-3 and you won't survive. The last level was tough but more fair.

Glitch: after unlocking Seattle, it shows that you've beaten it before you even play it.
Error: the final medal is worth 0 points.

TomFulp responds:

The map should be fixed now, hopefully I didn't break something else. Might adjust Boise and hoping that medal is just showing that because no one got a perfect game yet.

An apple a day kills you on the spot

AshumBesher responds:

Just like in real life XD

Controls don't seem to work, republish it

brastik responds:

I'll check it out. Thanks so much!

Competent game though the UI is tiny and cluttered. It got hard really unexpectedly and the permadeath sucked. Really laggy for what it is

brastik responds:

Thanks for the brief and honest review. I do need to improve both UI and performance of the game since it's quite an old game now..

I'll critique this a little stronger since you're selling it for money.
I like the plot, the "real avatar in a real videogame" idea is a new twist on an overused idea.
The details were great like edge assist for walking around corners, optional hints, and ambient noises.

The level design was very intuitive for teaching the game mechanics, but there was still pointless text onscreen telling me generic stuff like "complete the level". Too much pointless dialogue too. Efficient and concise is the only model you should abide by when it comes to video game text.

Good soundtrack, a bit of cavestory vibe.
The load times were kinda long and often, which is pretty bad for a 2d pixel web game with not much content between load times. I'm sure the final game will have be all downloaded though so that won't be a problem.
I liked all the textures but noticed a small number of pixel density inconsistencies (like the pause overlay before the crab battle).

Also glitches: when dead health goes into the negatives, and some attacks should get blocked but aren't shielded.

Verdict: Worth $15? Yes. Will I play the final game? No, I personally want more mechanical depth and higher skill ceiling if I'm going to spend time on something.

RadicalFishGames responds:

Did you happen to to give the exploration mode a try? It features much more depth with the menu, combat skills, a skilltree and equipment!

Interesting game, but I why doesn't it save data? I hit "play tutorial" and now I can't start from the level I was on. Why isn't there a level selection screen?

gildedguy responds:

Thanks for playing! Didn't the tutorial button warn you will lose level progress when you hit confirm? This is a linear arcade game that tests how far you can get, so a level select wouldn't make sense.

Nice use of colour, camera, and level flow. I would've preferred if you could jump up through the thin moving platforms, like in any other platformer. There's one thing that really bugged me though: when you quickly tap an arrow key it doesn't make you turn around most of the time, so when I want to turn around and shoot someone I can't because there's a delay or something going on with your controls. Why didn't you just use a simple constant velocity for moving?

As for the Author Comments, this was my impression: "Only 90's kids would understand, unlike you AAA plebs." Ok man chill out.

SinclairStrange responds:

Haha, my author comments were justified after getting a barrage of bad reviews and PM's when I released Ninja Virus and Sole Gunner. It's just my way of telling them to shut up as it just gets a little bit annoying after the nth time. Don't get me wrong I have plenty of current triple A titles on my shelve and I used to work for Sony so :P.

But thanks for the review, the platforms that squish you was just a gimmick for that purpose really. Perhaps I should of made it more clear in hindsight. With regards of the turning/shooting that's just being faithful to the 8bit counterparts. In most games, if you turn around while walking, you need to de-accelerate before turning, it's not constant.

Thanks for the review! :)

You should've explained how the high-scoring system works. I can't make heads or tails of it; does it rank you based on distance traveled at certain starting speeds? Except that the game doesn't tell you the distance that you finished at, only the speed.

TenebrousP responds:

Yeah some explanation in-game would probably help. Or I should just simplify the whole thing.

Anyway, the game only tracks and records speed. Distance doesn't matter.

I was bit by a dog once

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