00:00
00:00
QuartzKnight

45 Game Reviews

8 w/ Responses

Nice, though nothing stops you from putting all your upgrades on a couple units and just blitzing through the enemy base before they can play their second unit.

Entiendo que sea un desafío de resistencia, pero la primera mitad del juego es una pérdida de tiempo, puedes simplemente dar vueltas alrededor de los enemigos sin peligro alguno. Hasta que no llegan los enemigos azules no empieza lo bueno.
Me mataron apenas unos km antes de la meta, pero no me apetece nada repetir otra vez todo eso sólo para tener otra oportunidad una vez empieza lo interesante.

Pd: por alguna razón me aparece un triángulo violeta en el centro de la arena.

I'm split on this one. It is a clever and fun game with a unique core mechanic, but it never feels like I'm really in control.
I don't know how I feel about the magnetic movement. I think it would control better if one key press meant moving one tile, but I guess that would make diagonal movement tricky to implement in a satisfying way. As it is, it is movement feels quite imprecise, as often times when you want to move one tile in one direction you move zero tiles instead, and sometimes when you want to just move a little to freeze an enemy or bump an ice cube without changing your position you end up moving one square.

The biggest issue is how freezing enemies work, specifically when moving towards or away from them, like in a 1 wide corridor. You can do this by adding a bit of diagonal movement, even if you never move into a diagonal square. Why not make it so you can freeze them when moving straight then? The input feels so awkward and messing it up is easily responsible by 9 out of 10 of my retries. This problem is compounded by the fact that moving straight into or away from enemies to freeze them is a bit of a dominant strategy that ends up solving the majority of problems.
Also, when bumping diagonally into an enemy sometimes you freeze them and kick them instantly but some other times you freeze them and die anyway.
I think the ability to freeze enemies without moving out of your square encourages degenerate play patterns.

As for the scores, I think the combo score is a compelling and interesting challenge that leads to satisfying but difficult gameplay that is only soured by the problems I described above. The ice coverage on the other hand is either trivial or annoying in most levels, but it's not too bad.

I've seen you have already acknowledged feedback about the confusing way the scoring system is presented, so i won't bring that up.

The art and music are excellent, there is a lot of quality levels and a decent variety of enemies (though I believe the blue bouncing balls bring out the worst of the game); and despite the frustration I can't say this is a bad game by any means. I suspect it would play better with a controller, too.
It's clear it took a lot of effort, congratulations on making a remarkable game!

Clever idea for a game.
What's the point of not explaining the powers and mechanics, though?

Excellent game. My only criticism is that the earth boss often just spams the spin attack constantly and it is pretty boring since all you can do is shoot and wait for it to end.

Yword responds:

I'll take note of your feedback and thanks a lot for playing! :)

Juegazo

Clever little puzzle.
The tutorial window doesn't tell you about zoom or highligting correctly scaled objects, I beat the game without knowing you could do those things, which was a pain in the ass at times.

YaenGames responds:

Yeah we talked about adding that in but ended up not having the time before our deadline today. Thank you for the kind rating though, much appreciated!

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

Age 76, Other

Joined on 12/4/16

Level:
11
Exp Points:
1,289 / 1,350
Exp Rank:
53,515
Vote Power:
5.34 votes
Rank:
Civilian
Global Rank:
> 100,000
Blams:
0
Saves:
2
B/P Bonus:
0%
Whistle:
Normal
Medals:
411