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TCKnight

137 Game Reviews

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Crass, tasteless, poorly animated and barely a "game" at all. At least the people that continue Edd's work are attempting to match his legacy and quality of work.

Pickilow responds:

lol

The one thing that could have made this game a lot more interesting is if it kept stats of how many people gave up on each floor. Would be interesting to see where most people "gave up"

I really enjoyed this game. So many things left ambiguous and I still don't know if I'm really a force of good or evil. Very clever.

aeveis responds:

Thanks, glad you liked it!

It's too fast and impossible to develop any real skill. A gradually increasing level of difficulty would have been more fun.

Not a bad game. It took a little bit of trying to get past the first puzzle, but everything else just required a bit of exploration.

Solidly functioning game, but with little else to make it worth playing longer than a few minutes. Sound and music is a must and some extra twist on the game would be nice.

I like the concept, but I think the initial speed is too fast. Plus, once you lose a few times, it gets boring and nothing keeps you playing.

ambidexterousgames responds:

The initial speed is 'super meat boy' like which I think is challenging . About the replay value , can you guys suggest some ways to make it better ?

Good animation and art style. Everything runs smoothly. My main gripe playing through is that in some instances (arrow blocking, dodging the ogre) even knowing what to do doesn't guarantee success. A slightly slower reflex time would be appreciated, since some people (me) use a track pad and can't move the cursor so fast :-). Good game, overall.

I like this quite a bit. The framing device was nice. The sprites are a little small, though and I feel that the spacing of platforms (particularly the spiked ones) is too small. Good work otherwise.

Comacolors responds:

Thank you very much for the feedback.

I can see where you're coming from with the sprites being a bit small and the levels feeling kinda cramped.

I really liked the idea of each level being a single screen obstacle course because I thought the needlepoint platforming worked well with the control scheme, but it did mean making everything pretty small.

I am planning on keeping this formula for the next game just for the sake of consistency, but I will try to make the levels a little less claustrophobic.

It's a fair game, but once it speeds up there really isn't a whole lot you can do to control the jumps. You just have to hope that you make the landing, which most often you don't.

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