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71 Game Reviews

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Spooky and fun! Looking forward to the next one, though I hope things turn out better for our wolf-friend than they did for the White Rabbit.

A minor glitch though - when you reach the last screen, you can still select and use your items, even though you can't see them, and the, er, "things" keep happening.

Hyptosis responds:

Thanks!

Very fun! Two things I noticed that didn't seem right, though:

1. The levels advance even if you don't beat the furthest one along. Example: I beat level 1, then I beat level 2, but instead of going to level 3, I replayed level 1 to get more money. When I got back to the level select screen though, level 4 had been unlocked as though I had beaten level 3. Furthermore, after level 12 was unlocked, I played level 11, and when I won, it said I beat the game.

2. The "strong" and "armored" bonuses carry over into the next level you play if you don't use them in a current level. I had already typed "armored" and "strong" in one level, but before I could summon the next unit, the one I already had on the field destroyed the inkwell. When I sent out a dot at the beginning of the next level, it had the bonuses even though I hadn't typed them for that level. I suppose this could have been on purpose, but I wanted to mention it in case it wasn't.

You should see about making later levels be longer, have more units and upgrades, and maybe even working in some sort of multiple path system. Sort of see what you can take from tower defense games.

I get to do chores? Hooray!

Here are my thoughts in no particular order.

-Well, you're definitely maxing out the cute factor here.
-The style change after the battle was a little odd, but also adorable.
-When I went to battle Twilight for a second time under the Battle option, her attacks literally did NO damage. I'm not sure if this is because I leveled up or not.
-I would recommend some sort of result screen at the end of every battle to show you how much experience and money you earned, how much money you now have, how much experience you need to get to the next level, etc.
-Give a thought to trying to get some original battle music, attack animations, opening animations, pictures and fonts - really make it your own.
-I'd suggest sticking with one graphic style and developing it.
-The battle system might need a little refinement. There's nothing particularly wrong with it - you might just want to do some testing and tweaking of the mechanics, maybe get some more strategy and interactivity involved, make the AI a bit smarter, and so on. On the other hand, good job having the system catch and alert us to stat-changing abilities no longer doing anything.
-The ability to learn new attacks would be good.
-As it stands now, you could probably beat Fluttershy at only level 3, and I had to be level 9 to beat Luna.
-In the text that appears after using Stare, there's no space between the words "been" and "reduced." -You should have some roll-over text on each of the moves describing what they do.
-During the story scenes, some of the text seems to be missing.
-Try making the menu system a little prettier.
-It'd be cool if we could play with Dash in the "waiting screen."
-Once your experience exceeds 10,000, the last zero gets partially cut off.
-When I started my battle with Luna, I only had 12 AP instead of the full 18, and she attacked every time after I attacked, and then when I Defended, she didn't attack. I don't know if those are just her peculiarities or a programming problem.
-I think the picture of Twilight and Rainbow Dash sitting/laying side-by-side *may* be by a guy on deviantArt with the username "johnjoseco". It looks like his style.
-Leveling up gets kind of dull after you reach level six or seven. I'd suggest more kinds of battles, or maybe finding a way to make battles more interactive - like action events or something. Not the ones where you die if you mess up, but like the ones in the Paper Mario games - when you enter commands correctly with the right timing, the effectiveness of the attack increases. Maybe some voice overs during attacks...?
-I liked the credits song you picked.
-And of course, the story needs to be longer and all that other stuff you're probably going to take care of anyway.

So far it's looking really good. I'm interested in seeing how this turns out.

Love it

Fun, funny, and awesome!

The only problem I can think of is that anyone who doesn't have an account on any of those social networking sites won't be able to get all the medals. But, you know, no big deal.

The one point

of contention I have is with the gravity controls. They work okay, and it's a wonderful mechanic, but sometimes in all of the frenzied jumping and shooting, you end up sending yourself flying when you didn't want to, or end up crawling up a wall when you want to stay on the floor.

Also, I have one question: can you only get the Speed Runner medal on Normal difficulty? I beat Easy mode under that, but I didn't get the medal.

Those very minor things aside, it's a great game, and addicting too.

auriplane responds:

Yeah, you can get Speed Runner on normal or slug mode.

Amazing!

What can I say? The music is soothing, the graphics are gorgeous, the gameplay is a tight and fun blend of 2D Mario and classic Sonic platforming, and is completely addicting. The difficulty curve might be a little lumpy, but that's about it. Great game!

Music Was Definitely The Best Part

I would suggest trying to improve the strategy and the dungeon exploration. Once your magic runs out, which is pretty quick, there's no strategy; just equip whichever ability you can use for free and hope for the best, which is likely to happen unless you've had a really nasty run of bad luck. It'd be nice if it was a longer and more extensive dungeon; maybe not something you'd see in an RPG, but with treasure chests and random (or at least repeatable) battles with experience points.

Of course, that's all really for something more elaborate. It's clear this was just some quick fun, and it does a good job of being that. The music was great.

Spoilers!

The link to the english walkthrough seems to be broken, so here's a quick walkthrough for anyone who doesn't know Spanish.

Click the squares in the path until you pick one up, then go left once.
Get the flashlight hidden behind the bush in the lower right.
Place the square into the square slot on the machine, then go left once.
Use the flashlight to look in the tree and get the scissors, then go left once.
Click the circle stone once, the square stone twice, and the triangle stone once. Pick up the fallen circle stone, then go left once.
Use the scissors to cut the branch from the bush, then go left or right twice.
Use the stick to pop the balloon, then pick up the triangle piece. Go right once.
Put the triangle and circle stones in their slots in the machine. Go left or right twice.
Use the scissors on the part of the fence in front of the buildings.
You win!

As for the game itself, it really could be better. There's no indication that the circle stone on the ground needs to be clicked before the square-square-triangle sequence the cloud hints at. The flashlight is practically impossible to see. The puzzles seem to be based more on trial and error, as well as clicking *every* *single* *thing*, than on regular logic. For example, there's no sign whatsoever that the correct section of fence is the one you need to use the scissors on. Finally, choosing to play again doesn't reset the game entirely; it just sets you back to where you were right before you cut the fence open and win.

Also, to CafeCafeGames below me, it kind of kills your generic praise of this game when your name is right there on the title screen. It looks like you're just patting yourself on the back, which looks even worse when the game still needs so much improvement.

Overall...

...not bad, but I'm afraid I simply don't understand the logic behind the TV shapes puzzle. Any chance you could explain it to me?

Pretty Good

With the exception of the shape puzzle, all of the puzzles had answers that felt very logical to solve. The shape puzzle felt like it was logical, but there was either a key missing or something I just wasn't getting. The differing sizes and positions of some of the shape signs confused me. It ended up just being easier to "force" my way through that puzzle, trying every combination until I found the right one.

Some music and sound effects would have been nice too. Other than those two things, pretty darn good.

People are friggin' WEIRD.

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