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CrudeWax

18 Game Reviews w/ Response

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Pretty cute and unoffensive, although I'd say it is very easy to cheese due to how limited mechanics are, and overall everything is a tad too clunky.

Ghost is the hardest by far, due to having the smallest hitbox, and shooting above his head. All others could be easily beaten by attacking the top of the head of the enemy, making the giant one of the easiest due to hwo huge he is

FastGameStudios responds:

Thank you, I will make some adjustments to balance it out.

I am surprised by less cynical people not giving you critique, because oh boy do you need some negative feedback.

Hitboxes are awful, which for the game about precision and quick death is inexcusable, everything feels really sluggish and unresponsive, and being stuck in a wall then punching is not that good. That nicely covers the overall controls and game feel too, it doesn't seem as responsive or deep as the original even by a long shot.

More on game feel, your game both lacks much needed polish, and informational tips.
Example, running out of bullets is always a sudden shock, and gets you killed, maybe screen should shake or borders turn red, because in the pandemonium of fast-paced combat it is hard to keep track of a tiny number

Picking up weapons is unresponsive, and they don't stand out among the bodies, which makes deaths due to "Oh shit there is suddenly no weapon" that more annoying.

Visual style overall is kinda of a mesh, nothing really stands out because of your use of oversaturated pallets, which are in my humble opinion are not "aesthetic" done right, and more so colorful vomiting without darker colors.

Hopefully you listen to me and try and improve, I am stunned nobody critize the game as harshly.

MoeAnguish responds:

You're right on several things (hit boxes and such) but most of what you said has more to do with personal taste (The colors, what should happen when you run out of bullets, etc) than how bad my game is objectively, so i'm gonna have to say; k dude.

I like the core concept, it is pretty refreshing and interesting.
Game could use more variety and better themeing, which I can't hold against it since it is from what I gather a prototype, and a very well-made one in that regard.
Continue working on it, I'd like to see it made into a full game.

Fupicat responds:

Yes, this is pretty much just a prototype but thanks for all the critique. I got plenty of good ideas elsewhere too for a possible full version sometime.

It is small and cute, I'll give you that.
Writing could use some work to be more human, and the game could use overall some touches to make it more interesting and interactive. Maybe funnier things said then exiting something off the beaten path or some small minigames not pointed out in yellow.

puetsua responds:

Thanks for the feedback! I was not familiar with the engine so I admit it's a bit limited and dull, but I will try to improve them in future mini games. :)

No sound. Quite boring. Could use some kind of objective, or more variety in items you pick up.

Krafford responds:

Thanks for playing and yeah i know it is quite boring, but thnks for suggestions

Eeeeh?
The game has good esthetics? Sprites are drawn okay. Effects and backgrounds are downright impressive.
Hitboxes are spot-on, I tried to glitch into a wall and failed miserably.

Now the complains.
Sound? Any sound at all?
Grinding the same enemies is downright terrible, thank god the blue boss can be abused for free upgrade points, because his melee reach is pathetic.
Potions increase flat stats, only one gives abilities.
Mage can fuck right off, he has no understandable attacks.

Maybe it's unity, maybe it's devs coding ability, but game has IMPOSSIBLE screen tears on every occasion, Vsync should be enabled by default.
Overall pretty terrible, work on everything to be more interesting and polished. If this is your first game then it is forgivable.

Krafford responds:

Yeah i know it has a lot of things i should work on, but thanks for playing and for giving an honect comment

Terrible.
Shift works only once, only certain blocks are destructible (which to say isn't a lot of them) and the sprites in the game come sometimes at a bad resolution. If I talk about the controls I'll be here all day.
Please finish games to a playable state before uploading them. The only good thing about this game is the crewmate and bomb sprites, if those are not stolen.

TheBlue91 responds:

Ok I am trying to fix the shift button glitch and the up and down arrows bug. but on the menu, click the credit button and you'll see the name of the people who made the sprites

The game is really well-designed. It looks like you've been perfecting those puzzles for years, and mechanics in the core gameplay loop are fun, simple and understable.

I have two major gripes: Sense of progression, and controls.

The game is built for more lengthier beefy hard puzzles, and the time limit doesn't really help, I understand some stages are obvious and require quick reflexes while others are made to pounder on, and that's a good idea poorly executed. Character only moves in locked infuriating axis grid, with no ability to make quick turns and diagonals, which really damages any and all incentive to play shorter levels and go for stars, and making both mandatory to progress is a slap in the face. Not to mention the game is a bit bland and lacking in character, due to no context or any of that sort to your gameplay.

You sure are a good gamedesigner, other areas could use some work.

bananabeng responds:

Thanks for the feedback on your gripes on progression & controls. We'll continue to learn & improve on our work!

Like to imagine myself as a critic

Dmitriy @CrudeWax

Male

Siberian forest shack

Joined on 11/9/20

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