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QuartzKnight

45 Game Reviews

8 w/ Responses

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.

Really cool game.
You can exploit a retreating enemy to keep backtracking in the last wave, receiving emeralds each time. With rings of health or enough healing spells you can aleays exit the third level at full HP.
After running for a while lag spikes started ocurring, and eventually a popu saying something like "Something lost conection, please reload the page" appeared and the game froze.

As for design feedback, since you know can see the cards that aren't on the table and with that information you can find out which are, it would be nice if there was a list with all the enmies and items currently hidden so you don't have to make such annoying calculations yourself.
Also, I don't like having to waste upgrades to know how each weapon improves.

MaxBytes responds:

Wow, you've figured out the game really well!

Nice find with the retreating enemy exploit, I'm almost tempted to leave this in... but I had already fixed it at that point so that you only get extra emeralds while you're not backtracking. Will be in the next patch!

Healing efficiency is definitely something I wanna look into, might not be balanced right yet.

Good feedback regarding the card counting. I don't know 100% yet how to make this work visually and UI wise, but I'll think about it for sure!

Previewing card upgrades will also be in the next patch! As will be fixes for the lag spikes, hopefully!

Fullscreen mode or mouse lock at least is a must for a game like this

Looks like a lot of potential, but honestly the automatic player switching makkes it unplayable for me..

Age 76, Other

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