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GnomeZome

60 Game Reviews

21 w/ Responses

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This is interesting.
I really like the very practical execution of story through mechanics, but I somewhat feel that none of the NPC are actually practicing the practical advice themselves it almost makes a burdensome experience.
I think the simple but art style was useful for making the argument more palatable, and I think you where relatively close to the right level of detail for getting the information out effectively.
I like games being used in this way, and despite my criticism, I am grateful you took the time.
Thank you for making this.

MartinJacob responds:

Thank you for your feedback !

Interesting!
This definitely hits on the classic ATARI Asteroids vibe, but I thought the Player icon having a comment tail was a really nice touch, both aesthetically and for game play.
I think it was wise to have the enemies be different shapes, as I am concerned that the long Isosceles enemy units coloration might fall into certain colorblindness patterns and be hard to distinguish for those players.
I like the tunes as well, and over all the controls where amazing responsive, and I easily label my deaths as being player error.
Thank you for making this.

And I wanted was to make an apple pie.
It's certainly an interesting take on heat death, but admittedly leaves a apptopriately empty.
I was going to comment on what I thought to a glitch of infinite production, but as you already responded this was intention, it really smooth cements a sense of futility.
With all that said, I did enjoy it.
Thank you for making this.

adriendittrick responds:

thanks for leaving a nice review :)

A rather "Dead Dove: Do not eat." moment for me here.
You had a goal, and achieved it, and I think that's something to be proud of.
Thanks for making this.

pikotime responds:

I didn't know that 'Dead Dove' expression. My art used to be fan service or total wtf.

My abilties failed me on lvl 15.
Overall, I was very impressed with how focused the game play was.
I have seen a few games recently playing with collectible as fuel, but your level design was really helped me understand what you where going for in the long run, and I think I saw some truly novel methods of allowing a player to mess up with out consequence to understand their limits.
While I feel bad for not seeing the game through, I do look forward to seeing more from you in the future.
Thank you for making this.

I liked how nebulous this was.
It's a sad story, reminiscent in tone.
There are a lot of very simple relationships we have these days, that drift away over time, but are shockingly relevant in the moment.
This a very bitter sweet, and deliberately paced experience.
Thank you for making this.

ninjamuffin99 responds:

ay i gotchu cheif

I feel you did fairly well with this.
A few things I notice where that you can ressumon the the ghost to your side at any time by pressing f, so certain puzzles are easily accomplished (3) when I am not sure that was your intent. I thought the Will-o-wisps recharging the ghost had alot of potential for some tricky puzzles. I like the multiple body use in puzzle 4, and in general I feel you laid out the mechanics in a ver nice show don't tell way that was skillful intuitive for me to pick up on.
I would say just focus on tightening up the sensitivty of some of the controls, and keep doing good work.
Thank you for making this.

Nicely Done.
This was honestly a challenging experience for me, but in no way due you excellent and intuitive design.
The variety of Sheeps types and Enemy units was solid, and the level designs also lead to fun variance in play.
The only thing I can really think to add is when a sheep is held maybe adding a AOE type high light so you can be sure the player avatar is properly aligned to block incoming attack.
Thank you for making this.

PurpleClam responds:

Thank you so much for your constructive review!
Interesting idea I'll make sure to look into it if I post an update or a similar project. thanks

Super fun!
Very twitchy, and fun to grapple round the map.
Grenades a little short, and being able to set a set gun to be equipped with each spawn would be nice.
I almost wonder about a PVE attack on titan giant boss style game where everybody collaborates.
All in all good stuff, and I am looking foward to more.
Thank you for making this.

keybol responds:

Thank you! You can charge the gun's distance by holding left click. Haha yes I watched Attack on Titans and even had the opening theme playing while developing this. You're welcome! Stay tuned for more updates!

Polished!
I feel like y'all had a very clear intention with this, and it hit it out of the park.
The levels where feel made in the sense that they are intuitive, but still challenging.
Also, the design choices really made mechanics blossom.
Thank you all for making this.

Hi, I am a person who loves art, and self-expression. Feel free to message me, especially to anyone seeking feedback, critique, or QA. If I have the time and interest, I will happily deposit my 2 cents.

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