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Best April Fools in history seriously, I was all smiles playing this.

Yeah I'll just give ya a 5.

*Squints at the game's message.*

Ah, hahaha. Very nice, I get it. You really worked on this one and ironed out the bugs, great job.

I love how quickly the bunny noped out of there, that was good for a laugh.

Cheddar is a savage little guy, great game.

Jesus Christ this game.

This game is pretty bad, even for a roguelike
If you want random chance then have a random chance for abilities to proc or have randomly generated loot, making the mushrooms on the ground randomly perma raise or lower your stats is insane because the optimal mode of play is just to not pick them up at at all and just rely on the natural stat gain from raising your level.

It's ridiculous to build conflicting ideas into your game and then shrug your shoulders and say "Eh, that's how luck works!"

The art, I can understand. Not being able to have screen presses path your character to the point you click, that's a programming issue, sure, I'm sure you'll figure it out.

I just don't understand why you'd cripple your own game with measures made to frustrate you.

HealliesGames responds:

Obviously you should avoid objects that have random feature, but you can be obliged to touch them while running by enemies or in narrows.
And except some objects, their impact on statistics is not as high. So if you are already untouchable, they will not change your run and risk can only improve you.
I'm not shrugging my shoulders, because the game is pretty easy. Frustration comes from the fact that I did too much floor, and start again is very frustrating, but starting again can help you to find all objects of Encyclopedia.
If it's not interesting it's another thing.

For commands I have not been able to make them comfortable. And I apologize for this.

Anyway, thanks for your feedback!

I just can't get behind the luck based philosophy of this game, even when you play smart, land more jabs straights and uppercuts on the opponent, have them in RED HEALTH and they STILL pop right back up on their feet at a 6 count and knock you down with a lucky flash uppercut, it feels like the game is spitting in your face.

Don't get me wrong, I appreciate that it is trying to be realistic, I can understand that uncertainty makes things interesting and being able to confirm a confirm a cross into a KO every time, 100% is boring... but I'd rather have that than basically play Russian Roulette every time a punch is thrown to see if my boxer's chin disintegrates. It's like you saw the random critical hit system of Team Fortress 2 and thought. "Yeah, I'll base a game around that."

On the bright side, the dialogue of your coach is truly some of the best I've ever seen, it really got me into the game before I lost hope in it.

colburt187 responds:

I really do understand that people would rather have the classic fighting game experience of who ever lands the most punches wins, if you still have health in your health bar you are safe etc. That wasn't my vision though, I made this game exactly how I wanted it and hoped that a few other people were also looking for this sort of challenge. The thing you described of you beating a guy down and then they pop up and knock you down with a lucky shot, you can do the exact same thing to them. In fact the odds are in your favour to win a fight with a lucky punch. I have noticed a pattern in the feedback since releasing this game, a player can beat an AI opponent with a lucky punch and barely even register, but if they get hit with a lucky punch its outrageous, how can the game treat you like this! I have watched lots of youtube videos of people playing the mobile version of this game and as far as I can see the system is working exactly as I intended. People who box tactically win most of their fights, they can get dropped by a lucky punch every now and then but the chances of actually losing a fight because of the luck based elements remains very low. But it can happen, the fear is always there.

I don't even know what I'm doing.

I can't appreciate the gravity of the situation or the decisions I make if I literally don't know what's going on. I listened to the three letters at the start and all I could gather from it was that I was chosen for a mission to save earth and it was only through the authors notes and the comments below that I figured out an unknown, yet malicious force was approaching earth and I had to choose between launching an ark or 20 missiles at a *thing.*

There was never any explanation about why I couldn't just launch both or if firing missiles at an unknown civilization or lifeform was even a good idea in the first place.

If this was entirely a game about choosing the people to get on-board the ark, and being torn between my family, skilled individuals, government officials, people from all walks of life each with their own stories, it would have been leagues better. But right now we can't even appreciate the severity of the situation because we don't actually know what the consequences of our actions could be.

Where is the Ark actually going to go? Just keep everyone frozen in cryo in space? Is it going to try colonizing Mars? How powerful are the missiles? If I fire all 20 of them, will there be a SECOND ominous force waiting behind the first one anyway? When I first started the game, I actually thought I was being asked to fire missiles at earth itself!

I can understand the appeal in making a "you have one chance game" the tone and setting of Launch really wants to make you think twice about your actions. But it just seems like a huge waste of time and voice acting talent if you give a new set of letters after each missile launch, yet stress that the player can launch the ark at any time, ending the game and throwing the rest of that effort right in the trash. What if a player fires a missile, then thinks they are doing the wrong thing and launches the ark? I suppose you just intended for people on YouTube to finish the game for them.

Ah well, nice game, good music, decent art, have a great one and I look forward to your next creation!

zenygweny responds:

Thank you for your review! We always appreciate reviews, especially ones with great detail! We'll take into consideration your suggestions!

Well, I finally beat it... It's been a real trip.

I never really liked HTML5 as a platform for games, I always thought they handled kind of clumsily and felt more like someone had to bash a game together out of sheer determination, manipulating it into doing something it was not really built to do, that is until I played your game.

While I'm sure you've heard all about the clumsy (oh god every special attack gets it's own button) controls and shift being jump (where if you rebind it, the floaty jumps you need in Sky Chasm don't work anymore) I just wanted to say, I really appreciate this game and all the effort you went through to keep the game fresh and always subvert the players expectations.

Nisha is a fun antagonist and from the very first fight with her to the final one at the end, It never really felt frustrating, she just loves to brawl and everything she does reinforces that. A boss that revives you for fun? Aw yeah!

I hated the high jump technique, it really feels like a bug turned feature and while it isn't mandatory in any stage outside of the Sunflower one, I just hated having to time my punches, do the ground smash and then immediately jump just to get to a high ledge, I've done it at least 60 times during the game and never actually enjoyed a single one.

The stages are really diverse and fresh, and while I loathed the platforming, I loved the stories woven into each of them. The entire ordeal that was the Sunflower stage made the final revenge combo sequence one of the most satisfying story moments I've ever had in a game.

99.9% Hell gold, fuck yeah.

I loved how you tracked all the jewels and piggies you rescued during the sky chasm stage, just to turn it on it's head and show how ungrateful and greedy they all were.

You made a wonderful show out of playing with player expectations and I think that is really where this game shines, In a year I think more people are going to remember what Nishe does after the final battle rather than actually fighting her where you just crouched underneath her and used your fireball breathing clones to rack up damage and beat her in a minute.

All the characters were done well, I loved the way the music changed immediately to suit what was happening in the game, the way the music immediately became upbeat and hopeful the second you debug your first void was a legit "fuck yeah" fist pump moment.

I'm really surprised this is your first game and that there really isn't anything else by you anywhere else on the internet so far. This is hands down one of the best free games I've seen and if you ever make anything else like this I'd probably pay money for it. I really hope this game doesn't get ignored.

I don't think this game is perfect, I don't even think a keyboard can really handle all the moves you put in, but it has a ton of love and effort put in and it definitely shows. Best game, you deserve some kind of trophy.

Touhou with uppercuts.

TwinBlazar responds:

Thank you for your review. :)
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>>> where if you rebind it, the floaty jumps you need in Sky Chasm don't work anymore
Bug noted.
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Yeah, still at it.

Age 33, Male

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