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AethosGames

11 Game Reviews w/ Response

All 39 Reviews

I really love games like this, they are my favorite kind to make as well!

My biggest problem with the game was that the controls werent very responsive, sometimes I would hold the arrow keys or click something in the game and it would do nothing for sometimes even a second or more. Probably a memory leak of some sort, since it doesnt seem to effect the animations, and likely not to be traditional lag.

Anyways, sweet game.

Skeik responds:

Glad you liked it, there's something really fun about developing platformers haha.

I'm pretty sure there's some issue relating to garbage collection with the clones or particles. It was much worse before but I must not have gotten it entirely. Thanks for playing though!

I just noticed that on the frontpage, my green blob is staring at your green blob.

PegasGames responds:

You are right : )

I really want to give this game a fair shot because I can see that it may be a pretty interesting game. However there are too many problems with it, as a platformer, for me to continue. Since this is your first game, I'll give you some pointers should you want to make more.

-The controls are much too floaty. You stay in the air much too long, the gravity doesnt feel realistic. The left and right movement accelerates too slow and decellerates too slow, so it feels very very slippery. You should hit full speed and come to a complete stop either very quickly or immediately.

- The hitboxes for the enemies was much too large. Generally as a game design rule, you want positive objects to have a larger hitbox than their size and negative objects to have a smaller hitbox than their size.

The sad thing is that these were really the only problems that I came across, but it was enough to make me not play the game. Good luck with your future projects!

cupnoodles responds:

I appreciate the feedback. I'll take your advice into consideration for my future projects!

I gave you 3 stars since I know how difficult it is to make a game in time constraints for a competition. However the game really only gets 1.5 stars and here is why:

The design is just bad. The theme is ok and the tech was neat, but there are problems with the design. The first and biggest problem is that you don't really know exactly what's going to happen when you press a button. This causes so many problems for this game that it essentially takes away the potential for it to be fun.

In a puzzle platformer in general, this is what needs to happen: Present the puzzle to the player and show them the components they need to solve it. The player thinks for a while and then they solve the puzzle.

In this game, this is what happens: Oh man I'm stuck. Well, if I press this button some random part of the world will move somewhere else and I will probably be unstuck again.

That having been said, the game would basically be the exact same without the buttons. In fact, it probably would have been better because the player would know exactly what is happening.

After that, the collision detection is glitchy and spike collision is slighty less forgiving than it should be. The game feels really slow, whether that be the a low framerate or just a slow movement speed. The players jump height is a little short for the jumps to feel comfortable. And some of the things you ask us to do in the level design seem impossible from a realism perspective (such as falling down a pillar and pushing a block in the middle of that pillar while falling).

The rest is forgivable due to your time constraints, but everything else should have been a main concern of the game during the time you had during the design and development process.

Good luck with your future projects, and I hope this review helped!

Zanzlanz responds:

Thanks for your review.

You're right, I haven't made a platformer in years so I wasn't used to the gameplay.
But it definitely wasn't suppose to be a puzzle game in the first place. In my words it was suppose to be a "laid-back platformer."

But play Lab Lights instead; it's actually suppose to be a puzzle game.

It was really good...

I played for like 6 hours and almost got to 100% complete. But for some reason, the game didn't register all of the food items (I think it has to do with the animals since I cant unlock the advanced reactions for the cats or the teddy bear) so I just wasted 6 hours to not be able to complete the game. Also the gun that shoots the zombie when the army guy kills the zombie against your will never disappears.

Were it not for these bugs I would have played the game all the way through, and given it a 10/10 and 5/5 because it's an amazingly well done game.

Evil-Dog responds:

I'm sorry you hit those bugs, v1.2 should fix them some of them at least, still checking some other issues.

Heh

You can basically just spam the four keys to do perfect on any song, since there is no penalty for getting a wrong key press.

MonoFlauta responds:

Heh, read the description before reviewing "he multiplier will become bigger each time you play a note; you will gain more points if the note is more centered than down than if you keep pressing the arrow keys all the time."

OR...

You could not disgrace game development and actually learn to program. In any case, impressive program but if you are going to make games and you don't know how to program then either learn to program or hire a programmer.

DavidXN responds:

I am a coder. I still use MMF because it's wonderful for getting things up and running quickly and can still cope with surprisingly involved projects - and besides, spending my free time in the same IDE as I do at work would quickly drive me crazy. In the real world, players of a game don't care what it's made with - they're looking at the end result.

Using environments such as these is not a disgrace to development (people said exactly the same thing about Flash and - would you believe it - the C family, when it came out) - rather, a stepping stone that can teach a lot about programming concepts, while abstracting away the more awkward basic parts that people with game ideas don't necessarily need to do for themselves.

Lulz at this game :D

You know what this reminds me of?

You only die once. Except its much less restrictive. If you refresh the page, you can actually play again instead of laughing at your own death.

Great job.

raitendo responds:

it's a byproduct of that game

Let me point you in a better direction :)

It's a little more advanced, but it's SOOOOO much better than this engine:

http://www.metanetsoftware.com/techni que/tutorialA.html

I still havent seen another stick man platformer! I'm about ready to release [Visible] II, so you'd better get on it :P

mattuiop responds:

thx alot
well the stick man game is still in progress and ill check out that link some time
thanks anyway!!! :D

Not bad

This tutorial didn't really explain much of the code, and it is not bug free( to your credit, it is very bug-resistant). There is a problem with using shapeflag hitTest in platformers. I jumped through the wall and out of the boundaries in the area to the right of Step 3. There are better, more advanced methods for collision detection (that don't even use hitTest), but for beginners, this will do just fine, until they are ready to learn other methods.
For beginners, it would help if there was more code explanation. or more commenting in the code.
Anyways, good tutorial, but it could have use more.

@ eleet and enyone else wondering: the code is in AS2.

TheShyGuy responds:

Thank you for taking time with your review, i appreciate it. Im glad you understand my reasons for using very base level code in comparison to something more advanced, and, ofcourse, im glad you liked it.

Hi, I make games and stuff!

Age 34, Male

Flash Programmer

Johnson & Wales University

Denver, CO

Joined on 8/30/08

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