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79 Game Reviews

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Great game, one huge flaw

I loved this game, and I've played it all the way until Lv. 50 Dargon. I've fought him so many times, and died each time. Just a few minutes ago, I managed to get him down all the way to his third form. I was ecstatic. FINALLY! But then...he casts blizzard, and instantly (from full HP) knocks out everyone in my party except Tristam. Damn, I thought, time to heal up and start reviving people. But NOPE, Dargon takes A SECOND turn in a row and uses blizzard again. I definitely think that each character (including enemies) should be forced to wait at least one turn in between their turns; it would give people a chance on bosses like this.

But that's not the huge flaw. The huge flaw is that I CAN'T LEVEL UP ANYMORE. I'm only at level 29, and for some reason fighting Level 49 enemies on Floor 49 give me 1XP each. Wtf? 1XP per enemy? I need 1200 more XP just to get to level 30, how am I supposed to seriously level up to the point where Lv50 Dargon is realistically beatable? I can understand if I was level 49 trying to fight level 20 enemies, but the enemies are 20 levels higher than me. That doesn't seem right.

Uhm...

It wasn't too bad. The main problem with the game wasn't anything about the functioning, but the design.

Trial and error (having to continually guess which path was safe), coupled with long respawn time (because you have to wait for the death animation and the "you died" words), plus the need to switch from keyboard to mouse and back again (to click the level), equals very frustrated player. In fact, the trial-and-error part of the game wouldn't be so bad if the respawn time was faster.

I know that "this was just a test", but just try to keep it in mind for next time. You can fix the above by:

(just some ideas)
-Expanding the view; allow the player to see where each path leads, or at least more of each path.
-Get rid of the death animation, or put a death animation in the level and just respawn at the beginning. You might allow a certain key take the player back to the level select screen.
-Allow the player to choose levels using the keyboard. Most people don't like having to constantly move their hands from the keyboard to the mouse because it breaks the illusion of being in the game.

Good luck!

4/10 2/5

Awesome

Loved it. Prison Guard was hard until I noticed the rail gun (my rail gun) whooped him. Seemed a little too strong. For a while I was spamming missiles because they seemed to be the only thing that hit him, and I could only get him down to 1/4 health before dying, but then I tried the rail gun and got a crit and well...it chopped off about 1/5 of his health right there. O_O I had all the crit upgrades but still.

Overall though, amazing game. You should "attach" an endless mode to your gamesave, so you can keep going with the perks you bought until you die. That would make the game perfect ;)

It's good but,

It's good, but it's not a full flash. It just seems to be a tech demo. There's some good feeling physics for this but you should really develop it into a full game, then it'd be pretty darn good. As it is, though, it just feels incomplete, so you get a 4 from me. I'd suggest adding a lot more to the game, and then resubmitting it; if you do that you'll probably get some good scores!

Lots of issues

Just to name a few:

Motion is too hard to control. Period.
Platforms are too small in general...this wouldn't be too bad if I could just control my dang character.
Sprites are taken from the Ari Feldman pack (I believe?) that comes with Game Maker.
Dying takes away virtually all your treasure, and since the game is so freaking hard I don't even care about the treasure after a while because I'm just going to lose it all to a single mistake anyways. Instead you should have made a "treasure bin" so that all the treasure you get in each level gets stored and you start the next level clean. Also dying should take away MUCH less treasure. It felt like taking a test and being maimed every time I get one answer wrong.
Checkpoints please!!

I apologize for all the negative comments, but frustrating games will elicit these kinds of responses....

knarrenheinz responds:

L2P.

Fun stuff

The story itself was okay, though pretty shallow. I was left with more questions than answers at the end; for example, where was I? Who was the weird dude at the end? What was the point of the "anomalies"? Etc. Hopefully you're making a sequel to answer those questions.

The only real issue I had with this game (everything else was great) was the voice acting. It was...weak. I commend you for taking the time to even do it (as most people just put in subtitles), but some more energy when reading the lines would have helped a lot.

Again, the game itself was fun, I had a good time getting through it. Would have liked it to be a bit longer...though that just means the game was good enough for me to want more =p

Sort of good

It was a fun idea and concept. No bugs I can find. There was one problem I had with it, though.

That is, that it was really hard to tell when and which way the platform was "leaning" due to the perspective of the background. Because the background was side-view, but the platform seemed to be top view, it didn't make visual sense so it was hard to judge when the platform was tilted and when it was actually facing me. A top-down background would probably help a lot here.

Omigosh. Best Turn based RPG on the site.

And I'm not joking about that. There are a few things I'd like to bring up, though. First the "not so good", then the "good".

Not-so-good:
-Yeh, the water element. I'd like to see some water magic. Not a big problem though.

-Swastika on Lance. I wasn't offended by it, but I think it makes it hard for people to ***spoilers*** think of him as a good guy during EBF3 after he turns over a new leaf at the end (if EBF3 is going to be made; I assume it's planned as it seems to be hinted in the ending). ***end spoilers*** Maybe in the beginning of EBF3 you could show Lance taking the patch off, or something.

-Story was...weak. At least there was one though. However, if EBF3 does see the light of day, I'd like to see something a bit more engaging to go with the great gameplay.

-Minigames were very difficult. My best after about 20 tries was only 2500 points. Maybe I just suck though XD If EBF3 is made maybe you could tone down the difficulty and/or mix them up a little (rather than the same minigame twice).

-No legs the cat never brought me anything good -_- I blame you, the designer, entirely. Okay maybe I don't...I blame the damn cat. =p

-I miss the pichu summon power. Seemed to work really well. Probably better you got rid of all the pokemon though.

-I miss the chargeup moves, like goku's light ball. That made a lot of the battles really intense. There was the cannon and the nuke on the valkyrie, but the cannon only hits one person and the nuke doesn't even show up unless you're dumb like me and focus on killing the attachments on the valkyrie rather than the body itself. lol. (That satellite dish was killer)

Good:
-Loved the new statuses. Auto-regen (or whatever the green plus sign is called) saved my ass more than a few times. Paralysis was annoying, except when it was on the enemies XD One thing I wanted to ask though, I used flare a number of times for example on undead dragon but only the far dragon was blinded. Do they each have different status immunities or is the move random? (I only scanned one, and it didn't list a blindness immunity) The wing status effect (where it automatically revives you) was cool too, but it was a tad annoying that it went away relatively quickly.

-Of course, the skill/"level up" system was a great addition, and you managed to get it so that it didn't break the game. Kudos, that's not easy.

-THANK YOU THANK YOU THANK YOU for the switch turn order command. I really needed that in EBF1 but didn't have it. For example, both players would get sealed by (iirc) the eyeball monster and then Matt would move first so I basically had to waste his turn (very bad since he seems to carry most of the power). Now I can switch to Natz, purify, then use a power move from Matt to deal good damage.

-Nice outfit for Natz. I kind of like the old one a bit better for....certain reasons lol...but the new red one is still a nice choice.

-Love the power attacks. I forget what the "actual" name for them is, but I'm talking about after a character takes a certain amount of damage they fill up a bar and then matt gives about six power slashes and natz uses like uber magic or something. Saved my ass a lot. Matt's power attack seemed a bit underpowered at times, but maybe I was just using the wrong sword.

I think this review is getting pretty long now so I'll leave it at that. There's more I could list but I think you get the point from the other reviews. Congrats on releasing this, hope to see yet another sequel. I'd give this a 9.5, but since there's no way to do that, I'll just round it to 10.

matt-likes-swords responds:

Thank ye.

I really like this

Great idea for a game; usually this type of game is just the lame "skate on ice to reach the exit", but this is something original. Really nice classic GBA-like graphics too.

Really cool

I really liked it. It might be nice to have some sort of in-game highscore list, or at least a list of possible ranks one can get. I got 171,136 (archeologist) and I don't know how good or bad that is.

I write music, mostly downtempo and soundtrack. Someday I hope to write music for film and video games.

Age 33, Male

Student

UNLV

Nevada, USA

Joined on 7/7/08

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