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Rexzot97

36 Game Reviews

3 w/ Responses

I absolutely love Zelda, and almost any dungeon crawler. As soon as I start this up, the controls remind me of Minish Cap. As I advance forward with the plot, obtaining the sword and shield, I become intrigued about this seed. But one fatal flaw the original Zelda game did have (which only added to lastibility because it was one of the first games of its kind) was no conveyance. It is a horrible flaw that you have tweaked to a better standard, but have not perfected it. In many ways, I would say this game is flawed due to that. I don't know where I'm going, who I am besides a child, what is so-called "good" or "evil." A prime example of the confusion of moral choice is the Witch. I talked to her, and she was speaking of a wand that she lost. My radar went off. 'Sidequest!' I thought. 'Maybe I can get something good out of this, or affect the whole game completely!' But I was confused as I didn't know how I would affect the game. Would it be a good choice getting someone's prized possession back, or so called "evil" if I helped a lone Witch, talking about trouble and toil. There should be a fine line between the choices you make and how they might affect the game.

Another flaw is the setting. I absolutely love the setting, its very original and pretty well crafted. Unfortunately, I cannot tell the difference between background, foreground, and higher platforms in dungeon rooms. And character speed is a bit much. There were times I found myself zipping along and entering a room or area where I would immediately land in water, or slide on ice into an enemy. Just frustrating things like that make the game as a whole lose playability, and over all ruin the "fun factors."

Finally, the story. I loved the story, but as I found myself attracted to the land, I began to lose sight of my original goal. And somethings confused me along my quest. 'What is this gold orb?' I wondered. Is it the seed? Is it an item I need to advance? Not knowing this worried me because I was scared I needed this vital instrument for a part of the game, or if it would ruin my moral path.

I would like to say this game is amazing, but the little things are making me look down upon it. The fast movement is too much for a game with small segments where you must carefully walk, the story is a jumble, and your objective is unclear. This game isn't bad, its just lacking in areas.

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Rexzot97

Amazing, From What I Could Play

This amazing game of what should represent all independent sprite games should be marketed out. I believe you have full capabilities to take this to a console, or run it with steam, and get some money with this amazing creation. The level designs, which were taken and constructed from other games, were great, and cut-scenes were bound to make you laugh and have gore. Medals are easy to get, as long as you don't focus too much on combat, which is amazing as well. Unfortunately, I had to stop and restart the game due to one single and fatal glitch. During the LoZ inspired level, after you get the ladder and make it to the room with lava (or red water), you can still use the ladder to walk on this lava. While mistakenly doing so, I walked out, and was hit by an enemy. Abobo was sent back, along with the ladder, and I was on a platform. I entered the door, and after some exploring, realized I was trapped. Now, this may be a one in a million chance this happened to me, but I would like this patched. Thanks for you time.

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Rexzot

Different

No explanation really needed. People can play the game themselves, since that it doesn't take very long. Minor flaws, and strange concept.

Tedious Fun

I enjoyed the game, or what I played of it. It's true that your game that your game brings emotions to the surface of our eyes, with almost no effort. The artwork is seamless, and in a refined "LIMBO" way, it catches the eye. (I used LIMBO since most people know of that that, and haven't played this) Unfortunately, gameplay could use improvement.

From what I have played, I have encountered four types of enemies: The Grunt (looks like a Necromorph, first enemy of the game), The Firefly (Little bug that spits flames at you), the Wisp (Little flame that moves around), and The Reaper (The enemy that has scythes on his back, shoots scythes into ground and pops up under you, dealing damage. These enemies have pretty decent AI, but I have some complaints on where you have placed these enemies. I clearly remember in one level, a Grunt was placed on a thin platform that was needed to advance. I attempted to knock him off the edge, but failed. Instant death, preventing me from getting an achievement. Also, Fireflies are just tedious and annoying work. It takes four hits to kill one, and when a crowd of them pops up, the only way to dispatch them without frustration is to use the "Ultimate Move" (W). This wastes special that can be used later. I'm not going to delve unto the other enemies, as you understand my point. Another problem is the camera. When jumping into a pit to advance, the camera seems to lag behind, and while this is happening, I can see my health going down.

My last complaint is placement of orbs, and thoughts on them: brace for criticism. First off, orbs are not evenly placed out. Orbs can be found easily when not needed, but after facing a decent difficult level, you proceed to find that there are no orbs. After two or three levels, you find orbs, and it made me think "Why wasn't this two levels back? I wouldn't have died then if they were there." Second off, in later levels, I could easily collect special power. No longer did I need Large Orbs to get power. But they popped up, quite a bit actually. Finally, my last idea is that small orbs should be used for power, and large orbs should be used for health. I'd rather optionally go around collecting power, instead of getting aggravated trying to reach orbs that are completely necessary. Large orbs are also placed directly in your path, and small orbs can be found in odd places. Why? This is an aspect that I personally find stupid.

I simply want to help you improve your games. I look forward to playing the others, and future installations in the series, if there may be any.

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Rexzot97

I Expected More

JAZZA is one of my favorite authors on this site, and makes great and infatuating games, but I was disappointed by The Engineer. Slow game play irritated me, and the repetitiveness of this game was the only other problem. Instead of waves, I'd rather fight onslaughts of enemies barreling towards me with WMDs and explosives, since almost every game on this site is relatively easy. This game simply puts you at the foot of a large arsenal of weapons and turrets, and tells you to go kill robots. It will eventually get boring. The art work was good, as always. I also like the fact that you can share levels on another note. I did like screwing around with others' levels. Controls were solid and easy to understand. Not a single glitch either, so tip of the hat to you Moonkey. Musical score was decent as well. And don't patronize me for blaming JAZZA on the fact others contributed to this also. I understand that. But as the author of this game, JAZZA, you sir should have pieced together a better idea, and if need be, a better team. I look forward to future projects from all contributors to this project.

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Rexzot97

Sloppy

It's a fun concept that unfortunately has been done over a million times. The game's controls were easy to grasp and I liked that. The art work appealed to me for some reason, just for the fact that they were simple and, for me, caught the eye's attention. Although it's concept is overused, the game was mostly entertaining, but to a point. Poor layout of obstacles caused frustration in what should have been a simple level. Also, the arc showing where you would land was, not at all, accurate. Yes, to a point I am bagging on the game, but also praising it. I would hope you take these little problems into consideration, and created a different game, hopefully even better looking, and considerably more enthralling.

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Rexzot97

Yawned. Alot.

Wow. No offense sir, but that was boring. The setting of the game was bland and mostly gray. No to mention the background sounds (not even music) were extremely bland and repetitive. Spice it up with some new sounds, and maybe for each door, make a new picture to pan into. There were a couple bugs that did not let me play the whole game, so truthfully, I could only base this game on the first ten minutes. At least it killed a bit of time.

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Rexzot

Amazing Platformer!

Good God! That was great! That was an extremely solid platformer. All the level designs were smooth and overall good looking. I loved how in the background you could see the previous levels. The animation somewhat reminded me of what DanPaladin does for his works. The ending was good on both ends, whether you seize the castle or befriend the antagonist. Pirate mode was cool, and would only reccomend it for the new pet. There were a few glitches, but the combat and side scrolling fun was just enough to overcome some minor flaws. Controls were tight, only a bit loose on the wall running. Great music score to go along with the "poppy" artwork design. Hope to see more from you. Also, I hope you consider moving to a major console for some PSN or XBoxLive games. :D

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Rexzot

Different Concept, but....

Unfortunately, its an overused kind of game style. Run away from the scary monster by avoiding the direction he's looking. Somewhat reminds me of the Atari (or NES, I forget) game Halloween. Other than just running away from the perv, you can just grab the medals and be on your merry way. There is a glitch though, that probably can get (and most likely has gotten) people to the top of the leader boards. Simply wait for the pervert to get in between the coffee table and the couch. Proceed to run behind the couch, and the game's AI will just try to run through the couch. To get points, you can continuously crouch behind the couch or the right side wall.

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Rexzot

Replay with Upgrades

Wow. That's all I have to say. I wasn't expecting like a platform or a shooter, but you just really took the building designs of the first game, plopped them on a map, and made a new attack screen and menus. So, yeah. The first one was kind of its own game. Now, there's this which just mooches off the other game. I mean, I don't expect a perfect game, but something new and refreshing would be nice. The characters look odd to.

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Rexzot

I have nothing to say. Leave.

Austin Mora @Rexzot97

Age 26, Male

Procrastinator

PHS

Pottytown, PA

Joined on 1/6/10

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