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159 Game Reviews

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Uh, it's Tetris.

It's Tetris. With the blocks rotating the wrong way. There's already a flash Tetris out there, with much nicer graphics. And the fact that you called it "Gelly Tetris" instead of just "Tetris" led people to believe there was some sort of twist on it. That's just rude.

I was going to give you a four for the effort, but then I noticed there was no mute button anywhere. I always dock points if developers forget to put in a mute button, but because this is such a simple game it'll earn you a zero.

Awful.

No creativity whatsoever. Anyone can think up mildly weird gimmicks and slap them on a generic skill game - how about a talking, walking camera who travels the world to take pictures of stuff for money so that he can someday build himself a second, female talking camera and not be so lonely anymore? I thought of that in about 30 seconds and it's even better than a dog in a UFO looking for food.

The game itself is really terrible. The graphics and sound are both ugly and lack any style at all, the gameplay is boring as fuck and the controls are too unwieldy to make a skill game viable.

1/10 | 1/5.

Too long.

A nice effort. Retro graphics are usually just an excuse to not make any real artwork (and they probably are here as well) but at least you did it with some style. The explosions were low-key enough to not be tacky and stupid, and the sound and music were spot-on.

The game is functional and kept me playing for a good few minutes, but it's also just boring. I'd recommend increasing the difficulty level, but then it'd just become another impossible multitasking clusterfuck.

What I WOULD recommend, instead of increasing the difficulty level, is to just make stuff happen more often. Reduce the amount of time between "events" like the middle-bar disappearing, or the background changing color, and allow people to finish the game in under 5 or 10 minutes. Every flash game has a life-span, beyond which its fun cannot be stretched and the game outstays its welcome.

Rhete responds:

"Retro graphics are usually just an excuse to not make any real artwork"

lol you got me... when I draw normally everyone says it looks like crap so I've been experimenting with lazy pixel art lately... and almost no one says anything negative. It's kind of annoying.

The reason nothing really happens after the wall split is because I wanted to make a more cerebral arcade style game where you fight until you break or the game finally kills you. I did make the mistake of not making it hard enough though, the inevitable goal is to kill the player sometime after the wall split, but I didn't want it to speed it up so fast to where you hit a brick wall and die no matter what, it had to be a gradual descent into enemy madness that the player keeps trying to overcome. I didn't really expect people to get over 500,000 points, but a few reviews mentioned breaking a million which I didn't even think would be possible, so indeed it probably should've been a bit faster than it is now.

No mute button.

Well, the game is pretty boring, but it's just a basic one. There's no mute button though. And really, I wonder why bother learn to make 3d games in flash? They always suck, Flash isn't built for that kind of thing, it's made for 2d games, with mute buttons. Flash game-design is for quickly putting together game-play ideas for people with limited recources, you should really go learn Blender or something, and also remember to put in mute buttons.

Oh and as a final note, there's no fucking mute button. There's also NO FUCKING MUTE BUTTON. That's just fucking rude. Put one in and resubmit it, zeros everywhere.

Awesome.

This game is fucking fun to play. I've been playing it for the past three weeks or something, still hasn't gotten old. It could do with a random map generator, a deeper upgrade mechanic (the genetic engineering gameplay showed promise, but actually you just end up upgrading one or two traits that you like and you can beat every level in the game in under a minute), and higher difficulty levels. Maybe it could be made harder by adding in time limits or something?

Either way, it's serious fun. Once I beat the game, I took all the upgrades off my virus for a challenge (it was still really easy though - once you figure out the right strategy you win every time). Good times.

Alright.

The idea is kind of nice, and could make for a fun little flash game. But this is pretty bad execution.

The graphics could do with some cleaning up - not sure how you might go about doing that, but they look very ugly here. There definitely needs to be sound effects (and a mute button for them) and some good music (emphasis on good - no shitty generic house music please) would also be nice (again, not without a mute button).

But your biggest problem is the glitch that causes the balls to pass through the paddle. Hit-detection isn't that hard to program, is it? As I recall, ActionScript has a .hitTest() function for doing that. Anyway, the other big problem is difficulty: there isn't any. The balls move too slowly - ideally, in such a simple game, you should allow players to customize every aspect of difficulty themselves (speed, number of balls, time limits...).

Oh, and being able to customize colors would be great. This is partly because it'd just be a cool feature, but mostly so that people with red/green colorblindness could play it.

Kind of nice.

It's a cute little game with nice music and graphics, and the "friends" are varied and interesting enough to keep you searching for them.

But in the actual game, all you end up doing is randomly choosing directions. At first I thought maybe it was just a maze where every room looks the same, but no, it's apparantly more like the Lost Woods in Zelda. Without any way to know where to go, you're not so much playing a game as you are idly pushing the arrow keys.

Though honestly, even if the exploration WAS better, the gameplay would still be boring if all you can do is walk around identical screens. A more varied and more interactive world is in order.

Nice little game.

Nice, fun little game. Nothing to write home about, but kept me amused for the ten minutes it took to beat it.

God this is terrible.

Other than the polish and the animation, this game has got nothing going for it. There are no combos, no powerups, no items, and therefore nothing to spice up combat. The lack of a dodge or block button makes the game a button-mash-a-thon where you just spam the 'A' key until the enemy finally (FUCKING FINALLY) dies. All of the enemies have way too much HP, like they always seem to in this kind of game.

Um.

Um... it's spot the differences. And uh... yeah. That's kind of it.

The story was in no way enhanced by the spot the differences gameplay, so it becomes more of a fun little extra than anything else. Post apocalyptic riding hood was only mildly interesting, and the artwork was nothing special (with unnecessarily anime faces).

...not really sure how to rate this. I mean it's basically a difference game with a theme. I'll give it a five, because there're no real flaws.

Jack @Gaiacarra

Age 31, Male

France

Joined on 8/5/06

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