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ShadowMan44

146 Game Reviews

38 w/ Responses

To start off, the game's controls are very stiff. It feels like you have to really mash the left and right keys in order to move. The way you can have the sword out and enemies will walk right into it isn't as satisfying as having to slash at them individually.

The graphics are trying to be something like Atari but the Atari 2600 could do just a little better than this, you could have drawn the ninja a pair of legs and a body and it would still look atari-esque (but the limbs would have to be made up of squares and rectangles)

And finally, when you die the screen freezes, there's no option to restart the game other than to refresh.

The first thing I noticed about this game is how incredibly bad the frame rate is. Everything moves at a snail's pace and moving your player feels like you are walking through a pool. The music in this game is downright annoying on many levels, the notes are all over the place and it feels like the songs were just slapped together out of random notes (not to mention, the music does not loop properly). The sound effects are as basic as you can get for games trying to be "retro", it's monotonous but the sounds themselves aren't particularly bad in their own right. The graphics are also very basic as Mario clones go, but my biggest complaint is that there isn't enough detail in the backgrounds. These graphics feel more like Super Nintendo than NES which is fine, but if you want to go in that direction you really need to put at least a few extra details. Like for the overworld stages why not add a few mountains or a waterfall? Something to give the game more "depth" instead of a blue sky with nothing but emptyness for miles and miles.

I'm not saying this game is downright terrible, I'm saying that it needs quite a lot more work done on it for it to be considered a decent Mario-clone platformer.

The graphics remind me of flash games from 2004-2008 which is a nice welcome but what isn't a nice welcome are the controls. The movement feels sluggish at best, and having J as the fire button makes my hands feel really cramped when jumping and shooting. I feel like L would have been a better choice for this type of control setup. The green coins as far as I'm concerned don't serve a purpose whatsoever. Maybe collecting 20 of them can earn you a free hit point?
Overall I think this should use a bit more work before it can be passable by today's standards.

LobsterCrack responds:

Yeah, it's the alpha version. I posted it to get an opinion.

The premise is there and all, one thing I really need to mention is that the jumping controls are not good. The way you slip and slide around when you're in the air really makes the game seem more like a chore than a fun 5 minute adventure. I hope your future games improve with time my friend!

This game does have a premise, it's just that there's one thing that's irritating me

The character is an edit of Mega Man. Couldn't you have drawn something completely original?
I mean I know drawing sprites is hard but with this theme of "minimalist", there really isn't an excuse to why the sprites are just a red MegaMan with spiky hair.

I can forgive it's simplicity but for a game that the goal is to dodge as many things as possible, you really should have a counter telling you how many falling blocks you've dodged.

If you add that in, it'll make this game a half decent time killer.

CrazyRaccoonGames responds:

I'm doing that right now.

Where do I begin?

The shift key is not a good choice for a computer game, you will get a "sticky keys" message if you press it too many times.
Every time you slash, the camera shakes. This will make some people feel nauseous.

The moving controls on this are not WASD like you said in the description, they are the arrow keys.

There is no way to restart the game after you die (except refreshing the page), there should be a button that you can click to take you back to the title screen at the very least.

With the fighting, the hit detection is practically non-existent. When you punch/kick in the air, the enemy's health goes down. But when you are near the boss, you can barely do anything against them.

The ending is just a single drawing without context. At least have a "the end" somewhere.

Overall if this game is a demo, then it needs some serious work if you want to make it a decent game.

I can forgive the graphics as this is your first game, but what I can't really forgive are the controls.
First, the physics are way off, you're supposed to move slowly as you start walking and then get faster. You slip and slide around the ground when you turn to the opposite direction. The jumping is all broken too, you can stack jumps when you land on an enemy or sometimes out of thin air. The wall jumping doesn't always work when it should, you're supposed to cling to the wall and then press the jump button, not automatically wall jump when you touch the wall.

Now we have to talk about the main gimmick of this game, the bomb throwing.
The arc that you toss them in is frustrating to say the least, you can almost never hit your target with one unless you time it perfectly. Using the bombs to jump to higher platforms and having a limit to them is pretty bad game design to be honest.

Overall, this game needs some serious refinements if it can even be considered playable.

While the concept of this game isn't exactly new, it could have been a lot more better.

For starters, the graphics are extremely basic, but they're not completely terrible.

The one thing this game absolutely needed was a score counter, a game like this needs a way to keep track of your score. Otherwise there is no point in playing it.

ediltonfigueiredo responds:

we just added a simple score system, but in time it will be improved
Many thanks for your review.

I dabble in pixelart every now and then.

Age 27, Male

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