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All 8 game Reviews

Goin Up Goin Up

Rated 5 / 5 stars

Oh my :D

This is very much kickass, it depends less on chance and more on skill than Toss the Turtle. I'm a little disappointed by the ultra-expensive skin, though; it could have used some cooler features...

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Super PSTW Action RPG Super PSTW Action RPG

Rated 5 / 5 stars



Also this needs online highscores or something, just sayin'.

Cat Astro Phi Cat Astro Phi

Rated 5 / 5 stars



Doodle Devil Doodle Devil

Rated 4.5 / 5 stars

Oh, interesting.

Well this is kind of unexpected. I like the twist, but why isn't that simply an expansion of the first game ? Like, a big update ?
Anyway. The game is still fun, the artwork is still gorgeous and the music still very fitting. But as with the first game, a lot of combinations don't make much sense and just aren't very intuitive, which makes me wait often for that lightbulb to light up. However, I liked some of the few interactions that made sense while still not being so obvious (the Sloth combinations made me laugh).
It bothers me a bit that this game is taking a more explicitly religious turn, instead of the initial "Mix everything, make everything" premise.

(Also why doesn't "book+sex" do anything ?)

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Neko Wake Up! Neko Wake Up!

Rated 1 / 5 stars


Well this was... not very good at all. I'm sorry. The gameplay is fine since it's supposed to be a mindless minigame, but the graphics are just horrendous.

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Wings of Genesis Wings of Genesis

Rated 4.5 / 5 stars

Just a few things.

I have only played a few levels so I can't really write a complex review about this yet, but I wanted to share a couple points that bothered me :

-the backgrounds, while very good and detailed, do not contrast enough with what's happening in the foreground; it's not always easy to spot the enemies or the loot. Consider adding a low-opacity white-ish layer between your background and the rest to simulate air density.
-overall, the gameplay lacks energy; there should be a sound playing everytime I hit or kill an enemy, and the animations could be a little more dynamic.
-the way the rider seeks the mouse (and the loot seeks the rider) seems to be using an algorithm that makes things move only in 0° and 45° lines; it makes movements feel geometric. Here is an algorithm I like to use for that situation -

CurrentPositionX+=(GoalPositionX-Curr entPositionX)*Speed;
CurrentPositionY+=(GoalPositionY-Curr entPositionY)*Speed;

...where Speed is between 0 and 1. I usually use 0.5 for a smooth movement.
This makes the object move straight to the goal position, and slow down gradually just before reaching its target.

Hope I didn't sound arrogant or anything, I just wanted to help.
Also, I'll have to agree with everyone and say the soundtrack and graphics are just plain awesome.
Now if you'll excuse me, I'm going to play the rest of this game !

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FPA: World 2 FPA: World 2

Rated 5 / 5 stars

What the. Oh god.

This is possibly the most fluid animation+movement combo I've ever seen. I like how every situation has a fitting animation. I also like how smooth moving around is.
In some levels though, it was hard to distinguish what was a platform and what was scenery ! (I'm thinking about the blue forest one.)

As I'm writing this, I just noticed the hilarious idle animations. Just how much polishing did you put into this game ?

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Doodle God Doodle God

Rated 4.5 / 5 stars

Sweet as hell.

This is an amazing game. It makes me feel like anything is possible. It's the same feeling I had when I first played Scribblenauts.

However, two things bothered me :
-the recipes aren't always intuitive, and sometimes don't make sense (you can make steamrollers before humans...) and they are often metaphorical rather than scientific (egg+earth=dinosaur ?). Some people may like that, but it's not my thing.
-the interface feels clunky. While everything slides and pops up smoothly, it slows down gameplay to a great extent and makes it harder to experiment spontaneously with the components.

Actually, I liked this game so much but was so annoyed by those two points that I decided to make another game myself; the reactions are (to me) more logical (but maybe less poetic), and the reagents are pebbles that you can slide on each other to make them react.
This is not meant as self-advertising, I just wanted to give some suggestions on how to improve on this ridiculously awesome concept. I'm not saying my game is better either, simply another take on the same idea.

I agree with the suggestion that has already been made to implement a "tech tree" that would display the links between every component. Though with all the cross-reactions and multiple ways to get to a single thing, this might be pretty complex to make.

Oh also, this game is very very addictive. Don't play it if you're in a hurry.

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