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Urichov

55 Game Reviews

12 w/ Responses

Well, it took me maybe 6 or 7 attempts but I managed to get to the end. Rather bittersweet but just managing to get there was enough of a victory so I don't mind that.

Again, remarkably good for what I assume was made in a couple of days, and I think more compelling than the last one. The way it's set up really puts the player under pressure to use their time and resources wisely, and the dark area in particular really makes everything into a scramble.

While personally I would enjoy it if the various fuel-related inputs had keyboard controls, with some system in place to make sure you still can't do any two things at once, I can see why you wouldn't do that as it would make for a different feel.

If there's one element of player input that I definitely don't appreciate though it's the aiming speed on the musket, as it's easy to feel cheated out of a health point when you can't shoot in time to get away.

And, like last time, some more enemy variety would be appreciated, though I guess given the set-up here there wasn't much else that could be done. Of the enemies that are there, though, the big ones often feel like they don't get hit when they should. I don't know if that's because I'm supposed to hit them in the heart and I missed something telling me that, or if the game's being weird on me, but either way it feels frustrating.

Overall, though, it's a commendable piece of work. Good job.

Kultisti responds:

thank you so much for the feedback!
i'll definitely look onto the big enemies once i'll update this
and thank ya for playing <3

Pretty fun and addicting for what I understand to be a two-week project. Think the blob enemies are a bit too fast to deal with before getting upgrades, which leads to the game stacking the odds against you early, and I think the whole thing would much benefit with a bit more enemy variety than just two types, but it makes for a nice satisfying little loop once you get the hang of it, and the unlockable palettes are a cool reward.

Good first submission, I look forward to seeing more. Welcome to Newgrounds.

Only took me eight years to finish this B)

A fun and interesting take on the genres involved, with some sexy cathartic spritework to boot.
A couple of interesting things, since I played enough of/got far enough in the game to notice them:
-It seems there's an upper limit to how many plants you can plant of each kind, as after a while whenever I right clicked with the seeds equipped the number would go down without the seed being planted. While it would be nice to be able to fill in the entire garden, I suppose it would be basically impossible without probably cheating somehow. Maybe if it were expanded into a co-op type thing this would be possible, but no pressure or anything.
-I got to level 100, and it seems you weren't expecting that, since the level counter told me I was at level 10. Also fair enough since getting to level 100 is pretty hard.
-I don't know if this applies to the...pumpkin...turnip...things, but the enemies that whack you with a log were able to go through walls when attacking, which I guess is what I get for trying to knock em to death while staying at the other side of a wall.
I feel like this could be expanded into a fun little party game, but as it is, and especially within the context of a game jam, it's a perfectly solid little romp. Good job.

I do like it, there's a lot of fun in the exploration and the writing's pretty good, though it feels a bit like English isn't your first language (or so I thought lmao), but that wouldn't deduct a star.
What will deduct a star are the glitches I found:
-The skeletons will sometimes throw bones from another room
-I saved in the Grotto of Malice and when I opened the game again it loaded my save but just gave me a blank screen
-The camera on one occasion went out of bounds but I think this has been fixed since I experienced it
And on top of that there's a fair few frustrating aspects:
-The way the camera is set up, while obviously being necessary for the way the game works, can lead to moments of major annoyance, such as stepping onto one screen then immediately running into an enemy I couldn't see and being knocked back to where I came from, or there being a heart on screen that I really want but I get knocked off by an enemy and it despawns.
-I personally feel like some of the enemies do a bit too much damage for the attacks they do. If there's a strongest example it's probably the wizard fellas doing like 3.5 or 4 hearts of damage for an attack that's not the easiest thing in the world to dodge, since you really only have the tiniest window in which to figure out where they're about to shoot.
-The final boss's second stage is so erratic and the amount of damage it can do in a tiny window is so high that I can say confidently that the only reason I was able to beat it at all was that all the projectiles flying about were causing the game to slow down.
Don't let these criticisms discourage you, though, it's still a solid game and I'm sure with more practise and with whatever lessons you may have learned making this one, you can pull off something great in future. Keep it up.

LeviRamirez responds:

Thank you for this amazing feedback! I'll defiantly keep this in mind when developing future games and I'm still glad you liked it!

But uh... English is my first and only language, I'm just kinda dumb :T

I don't know exactly what

ReferenceError: Error #1065
at Main$/enterVase()
at Char/enterBoxEnterFrame()
at Char/myEnterFrames()
at Char$/CharEnterFrames()
at Main/MainEnterFrame60()

or

TypeError: Error #1010
at Main/scrollInVase()
at Main/MainEnterFrame60()

are supposed to mean, but whenever I drop into a box, whether that be intentionally or otherwise, those two messages keep flashing intermittently on my screen. Other than that, though, fun times all around. I planned to get the full release when it was announced and I still do, just need to find the time to play it.

Finished the game. It's a well put-together little puzzle adventure that did have me struggling on multiple occasions. Floor 16 was the hardest for me, and I appreciate that the same basic principle was used in Floor 19, I think it was, the one with the row of skulls. The music is very good, though once I'd been playing for long enough in one session I did unfortunately have to turn it off. My biggest issue would be that having to undo one action resets the whole puzzle. An undo button would be appreciated though I'm sure there'd be difficulties implementing it. And I did figure out that easter egg of yours pretty easily. Overall, good stuff.

This game came out 2 years ago. I've been trying to get to the very top of the leaderboard almost once a week for most of the time since then, which I think says enough on its own.

Miroko responds:

Haha I'm glad you enjoy the game, ADARANslayer is a beast I hope you beat him. <3

Playing again a long while after release, and I do very much enjoy this game on a conceptual level, though I must say that I have honestly never hated Sabtastic more than I have trying to fight through the bosses she made for this. Though thanks to figuring out exploits with the system I am slowly inching my way into getting through all of the sets the game gives at the start. I gave it a 5 on release but my current score is amended, because there are minor but significant parts of this game that really drag it down.

Dor those wondering about those scores in the plural hundreds, it's all to do with ricochets. You get the corner just below the wall and it registers, like, seventy hits as the ball goes up. I discovered it by accident.

StuffedWombat responds:

AHA!

thanks!

No, you specifically used the terminology React Addict. That is entirely stemming from my thread about you.

Age 24, ho

*bonk*

definitely somewhere

my house!

Joined on 11/19/12

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