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andai

24 Game Reviews

11 w/ Responses

Interesting. I have heard of Flex but I don't know much about it.

Some of these examples don't work properly in Ruffle. At least the Rich Text is buggy, and mouse scrolling doesn't work. I haven't tested them all.

I have reported the issues to the Ruffle team, so they should be fixed eventually.

It's interesting to see that most of this stuff exists in HTML5 now. But not all of it!

Hey, that's pretty cool! I thought it's lagging in Ruffle, but it's just your SWF has a framerate of 24. When I change it to 60 it runs super smooth even in Ruffle.
Would be nice if there were more features, or a toolbar with icons.

I am impressed by the graphics and the number of levels. Never seen that kind of dynamic lighting in Flash!

However, I think the level design could be improved significantly. As Kwing pointed out, the levels are tedious. I kept hoping for new mechanics (or interesting interactions between the mechanics), but it just felt like the same mechanics in increasingly convoluted configurations. I would have preferred a smaller number of levels, if they were more interesting or varied.

The lighting mechanic is really cool, but in the context of a puzzle game it seems to do more harm than good. I think the darkness mechanic would be more suitable in a game with enemies, because then it would create constant fear and tension. In a game like this, with no danger, it just creates confusion and frustration.

I experience severe FPS drops in some parts of the game. I'm assuming that's due to the lighting.
(When I run it in Ruffle, the lamp doesn't work, and there are no FPS drops.)

On that note, I also tried increasing the FPS to 60, which made the game much more pleasant. Menu transitions are much smoother, and character speed is increased.
(There's still lag related to lighting though... perhaps a different algorithm would help?)

It's a shame you lost the source files.
I'd love to play an updated version.

It seems FFDEC can decompile it successfully -- both the scripts and the art. Only the fla (project structure) needs to be rebuilt. All the "raw materials" are there!

p.s. the menu in between levels being "playable" is a nice touch

Veinom responds:

Thank you for the long and detailed review. I might try FFDEC at some point, but fixing or adding all these extra things would be next to impossible for me.

Cool, I didn't know you can use the microphone in Flash. But I'm confused what you are trying to do with it? The microphone doesn't seem to affect the lip sync animation. And I'm sort of confused what the whole point is. Was there a bigger idea here?

Interesting you used Flash MX. I tried using MX (I like how it looks) but I couldn't figure out how to edit the scripts. (There was no text box.) So I tried MX 2004, which let me edit scripts, but kept crashing when I changed colors XD. So in the end I used Flash 8 for my game.

nukinukinukiki responds:

Oh thanks, I watched video who to make Microphone in Flash MX, but instead movement of this box who as Microphone, I will don’t adding code of movement.
Link to This video on YouTube: https://youtu.be/MQRi2MbyddM?si=vmOg3ALqKyVtWtGG

This one is a lot of fun. Difficulty and difficulty curve are well balanced. The gameplay is engaging and smooth. The art style takes me way back... well done.

(I think you might have also made the biggest SWF file in all of history XD)

TheAsterDood02 responds:

yeah lol, i'm a messy guy when it comes to organization of assets and all that in Flash. srry ^p^;
Glad u liked it! Made with my buddy Dan with sweat and good faith, love and good labor like a Flash game from the 2000s would be made back then. c:

lmao. it's a metaphor for life.

My main feedback is the Game Over animation is way too long.
It's pretty funny the first time, but then it gets old when you just want to restart.

(and the swf probably needs to be 10 MB but that's just a nitpick)

Well done

It's the thought that counts!
cute/10

BoiledMilkz responds:

Yeah, I guess so!

Cute! Has potential!
I would recommend taking a look at GMTK's Platformer Toolkit [ edit: not about Game Maker, it's just the guy's name ], which is an interactive tutorial for how tweaking different aspects of a platformer character's mechanics affects the game feel.

I would also recommend increasing the frame rate to 60.
(If you want hand-animated sections to run at a lower rate you can double or triple the keyframes, but for anything with user interaction it's best to have it running at the full 60.)

I hope you keep working on it!

MebroukTheCat responds:

Okay, but I don't think I can use Game Maker for some reasons...
What about Stencyl?

This is great. Needs to be longer!

I've never seen a game where you can seamlessly go in and out of the bedsheets. Now *that's* attention to detail.

TeamTamago responds:

It's an old RPG maker trick I remember from back in the day

Very cool! Are you generating the sine waves dynamically?
I was thinking of doing something similar for my game... alas, next time!

Main feedback is make the SWF wider.
It's not using the full NG width, so "needing" a scrollbar is silly!

Also, maybe more drums! At least a snare and a hat? (Also maybe different drum styles?)

Joined on 5/16/15

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