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QuartzKnight

38 Game Reviews

6 w/ Responses

The game is so hard to parse. Money and enemy projectiles look alike. The screen is super busy and walls are hard to tell apart from the background at a glance. It is easy to mistake Gary for an enemy since they have the same artstyle. The eye starts glowing before it is full so you have to look at the corner of the screen to see if your special is ready or not, and it is hard to tell when exactly the invulnerability from the special will end. Sometimes I don't even know what hit me, and considering how punishing each hit is that feels bad.

Salió la regla de que no puedes jugar la carta de la izquierda si es par. Jugó la carta de su izda siendo par, toqué la campana y se llevó él los puntos. Luego jugó la carta de su derecha siendo par, toqué la campana y se volvió a llevar los puntos él.
Las reglas hacen que la mayor parte del tiempo no tengas nada qué pensar, simplemente juegas la carta que no rompe las reglas y estás atento para tocar la campana cuando las rompe él, si eso no funciona sólo queda el azar.

This made me feel like a kid playing flash games in the public library once more

Very cool. A couple of criticisms:
- When cloaking the controls become extra floaty, I don't see the point of this, makes sneaking around light sources unviable.
- Sometimes you can kill an alerted enemy right after decloaking, sometimes you can't. This is particularly frustrating on level 18.
- The detection radius of alerted enemies should be shown. It is frustrating not knowing where you will be detected, specially at level 18.
- For some reason the top ghost at level 18 can see you through the crate in the top left side.

YollieDevving responds:

Its quite difficult to show detection radius since it changes based on if you are in light or not.... I thought of making light sources a mask where a second detection radius sprite would show beneath but I didn't have enough time to add it...
Oh and the killing enemy right after decloaking thing is probably a bug, it has to be frame perfect from what I can tell

When you are in normal mode, looking north, if you press the right arrow the character will do a very open and akward turn, however if you press the down arrow it will do a much tighter turn. I don't think such inconsistency in basic input belongs in a game that demands such precision.

Reminds me of Double King by Felix Colgrave. The duke was aburdly powerful.

Pause doesn't work for me, time keeps ticking down and I can't unpause.
I like the idea, and I understand why a time pressure was added, but forcing you to replay previous levels again and again just sucks.
Also, should have explained that you can undo lines during the tutorial.

I'm not a fan of learning boss movesets when you have to start the game again to get back to them.

Good old Tetra Master

During wave two enemies stopped appearing and the game was softlocked.

Age 75, Other

Joined on 12/4/16

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