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Quest

119 Game Reviews w/ Response

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Needs more polish. The game's boarders are clipped off by the window, trapping you in the tutorial. When you die and restart the game, the zombies retain their speed from the previous round, making them really hard to fight with a basic pistol. I'd reccomend that there bne more auditory feedback when you need to reload (a little metal click sound). Everything else is pretty good. Music matches the vibes and energy of the gameplay.

D1NAKOS responds:

Thank you so much for your review!
Unfortunately this game was just a school project that I don't plan on updating any further,
but I will keep your "more auditory feedback" into consideration for future projects!

Should have definitely been finished more before going up on the portal. There are is a single path and it ends almost as soon as it begins. The story needs to be more fleshed out, and the UI keeps going in loops.

therealaceofspades7 responds:

Ah right. Thank you. I will try to make it better.

I love what you created here. It's a fun, yet difficult game with a lot of charm.

The design is excellent. The little people running around look like a cross between 60's design and that overdone modern corporate style, and I think it looks great. The eye at the top is direct and on the nose and fits in perfectly.

Music is pretty good too, although I feel it could be a little darker sounding in the part with the rain, as it tonally still sound a bit to cheery. Sound design is great, I like how everything has a little variety. Just a suggestion, maybe add a quick, deeper reverberating sound when you get replaced (as you get shot, before the glitchy sounds that continue for a few seconds) , something to add a bit more impact to the loss.

The film grain, muted colors and rain effects in the second area of the game makes it really frustrating because of how all the colors blend together. I'm not colorblind, and even still, it is really difficult to tell the colors apart, especially when they all bunch together as a writhing mass. I had no issue with the first area, as all the colors are easily discernable from each other, but I never could pass the second area. That was where I called it quits. When designing a game, it's recommended that when a player fails, it feels like their fault, but with how hard it is to tell colors apart in that area, it feels like the game is the issue. I see how you were trying to create an atmosphere, but I think it was overdone for a mostly casual game.

Also I was mildly confused at the start of the game. I see what you were going for with clicking a person to start the game (and register a mouse input), but I think a standard "start" button would be a better choice. When clicking the start button, it could just vaporize the person from above, both showing the core mechanic of the game and have a nice transition. Sometimes a simpler menu is a better option. Your call though.

UnitedFailures responds:

Thanks for all the feedback! We appreciate it.

Yeah, we noticed during testing that the 2nd area was the most difficult due to the lighting and effects distorting the colors a bit. It used to be worse lol with the TV lighting and the cursor light combining to cause a flare effects which was a really bad idea. We definitely have to circle back to that level as we had a suspicion there were still issues with it.

In hindsight, we also wish we should a different color pallete as the blues and greens (especially on the night time level) blend together.

I also think we'll lower the film grain effect a bit as it's really strong rn.

But yeah, all this feedback is really great! Thanks for taking the time to play through it and do a good write up :D

It is a bloon. He must pop it.

This was an adorable, fun game. Cute art style, and good gameplay loop. However, I feel the game was a bit too easy, especially since you can buy yourself more time eventually. The stars give so much money.

I got the good ending btw.

Godzillanaynay responds:

thank you soooooo so much for playing the game and also for giving good criticism!! it's so valuable to me if in the future update will 100% remember to balance it more :>

Interesting game with awkward controls and a bad UI. Simple as that. I didn't even know what to do initially because you have to click a basically unlabeled menu to see the controls (white on grey is hard to see). There's not a lot of warning about what the boss will do, and compound that with the awkward controls and I died pretty quickly. Also, the gun pointer thing's center is matched to the tip, and disappears when it touches the edge, so any time I try to click something in a corner, it just reverted back to the default pointer. There's just so many little bugs everywhere.

Also it's generally not a good idea to start the game by insulting the user, especially if you know the reaction might not be positive because of the state of the game. If the demo is playable (this is, barely), then you can put it up on Newgrounds. However, you generally want to put more polished and finished projects on the site. This would have majorly benefitted from playtesters and bugfixing.

All in all, it's an okay game that needs more work before it can be considered good or great.

P.S. I also saw your tag spam on Scratch. I'm glad you didn't do that here, but you really shouldn't do that anywhere. It just feels a little scummy to me.

Luks1caralha4 responds:

thanks there, probably will a "part 2" of it with that bugs fixed (i just need to know how to)

Has potential, but it lacks so much polish. The difficulty that it has makes it unfun to play any more than two rounds, both of which only lasted twenty seconds at best. There's just no warning where the spikes are coming from, and they move so fast. If you're near a wall, it can spawn right next to you and instakill you with no time for you to react. There needs to be more indication of where the spikes are going to spawn, so you at least have a little time to react.

Some things are good, such as the title screen and the smooth player movement. I actually may use that in another game myself. It feels great and still is fast enough to avoid things if the spikes weren't moving at hypersonic speeds.

My advice: Add more spikes that do different things that slowly join in over time to make it more difficult. The single spike is too fast, and too unpredictable. Score could be based on how long you survive.

All in all, this game has a great start, but at the moment is borderline unplayable (hence the low score).

BelmontReal responds:

Will do. This is a spinoff I made and I didn't want to do it so this is a retexture of the original game. I'm making the remastered game so I will take these into mind. Thank you!

It works, but the passwords are not secure in the slightest. Definitely don't store any top secrets here. Other than that, it's just an interesting utility.

GamesThatYouWanaPlay responds:

Thank you for the comment!

It's unfortunately really hard to see and really hard to catch anything. It would maybe be better if the fish were color coded, so it's easier to see what is prey (other than them just swimming away). Most of the time I just die immediately because I slam into a large fish as it lurches out from the dark. Even when I thought I was doing good, I just died to a fish that I couldn't see was chasing me. Also, it's hard to tell how much you're moving because the background is unchanging (maybe some repeating dark background structures would help, akin to Hero in the Ocean). There are some good things about this game. I like the mouse controls, they're pretty straightforward and responsive. The visual style is pretty good too, albeit a little plain. Overall, this is a good first flash game with a lot of potential, but at the end of the day it's just overly difficult as a result of the vignette and the behavior of the fish.

I do look forward to any revisions if you decide to continue developing this.

andai responds:

Thanks for the feedback! Original version (Unity) had bubbles. I was heavily constrained for time while making this version, so I leaned heavily into minimalism. I think I leaned too far, since most of the suggestions people made are things that were present in the original version XD

(Also didn't have much time to test and fine-tune it, which is the most important part of game development... ack!)

You're right that due to lack of bubbles, the absolute velocity is now impossible to judge. I was hoping that relative velocity would be all that matters, but I see how it can be disorienting.

Thanks for the encouragement. I would indeed love to keep working on this!

I love everyone's art together on a wall like this! The notes are a nice touch too. Music is nice and optimistic.

CRAPPYMUSlC responds:

YOOOOOOOOOOOO ITS QUESTTREK

Tyhond responds:

It's really nice to see! Very nicely done on a bulletin board! :3

Fireisgravity responds:

I haven't played yet but reading these really makes me wanna playit right now

Trust Not The System.

Also known as "Questtrek".

I make art and occasionally games.

🩷💜💙

I always try to give the best feedback possible, and am open to playtesting if you want another opinion.

Death to AI.

Feel free to PM me about anything.

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