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Recent Movie Reviews

37 Movie Reviews

Really good art and music and very polished.
If it was actually anything at all, I probably would have rated 5 stars, easy.

I really loved the credits, though. Some really funny lines mixed up in the boring ones.

Creepy and enthralling

Few things that are very random manage to keep interest like your work. I don't know how you do it! You KNOW that something weird and unexpected is going to happen, and yet you still feel like; "wow, didn't see that coming".
I think it's the good mix of childish looking drawings, ambient background music, creepy voicing and the knowledge that something from the unknown will happen next.

I can't tell if Salad Fingers is crazy, or the actual world around him is that messed up.
I can't tell if this has a deeper meaning, or is just interestingly creepy...

I can tell that it's brilliant.

Linking Geometry with Spirituality

It was spoken really well. The animation was smooth, but the graphics had some nasty edges in a few places. It was all still smooth, stylish and well put together. The music fit, and it gave the feel of a fun lecture.

Is this production in any way influenced by "Extra Credits"?

Just a few things I want to point out;
Crop circles are a relatively new thing. They certainly weren't around in the days when basic geometry was first being explored. I'm not even sure if they had proper crops or any way to actually look at the shapes made. Certainly no reason to believe in aliens..
A spiritual explanation of geometry was given only by the people who first found it because they themselves believed in the soul and that everything was created by some form of divine being, etc. It doesn't mean it's true.
The information we have obtained isn't from the actual image, it's from the fact that they are perfect circles. Circles are the basis of pretty much all geometry, and it's not because of a spirit in a void, it's because every point on the circle is the same distance away from the centre. That it builds up the entire universe is because we've made rules off of it to explain nature, not because of the spirit. (In my eyes at least)

No matter what you believe in, though it was interesting...

Recent Game Reviews

14 Game Reviews

This is a really neat idea, but it's clear this is still in beta and needs work to be really good. Hence the 4/5

It's kind of like if Crimson Keep and Before the Echo had a little baby that was no where near as polished. But that's fine, polish can come later.

I really like the method of combat. The use of key combos is interesting and brings an element of skill/speed to the combat. I think the choreography (for lack of a better word) for the characters is good. I liked the idea that you could capture the enemies. I actually quite liked the sound-only scenes: I thought they were interesting.

That being said, I think there's a few problems with it (beyond not being complete).

1. The biggest point for me is that the charm minigame thing causes a tension between player objectives: the players objective to have the event happen, and the players objective to get stronger and progress. When the charm triggers, it interrupts your action (if you had one), and even sets your timer back a bit. When there's a few that trigger serially, it just locks you out of progression for a while. If we look at Crimson Keep, we see how they've provide both an intrinsic (in the player) and extrinsic (in the game) reward from the main conceit of the game, rather than having to choose.

I think that the whole experience would be much more entertaining if these two objectives could be aligned. Here's what I would want (which I offer without expectation of being listened to):
- Make the minigame be much more involved, with fail states. Make it so that you want to please them. Something like a randomised series of arrows on a timer. Perhaps with levels of success? If you succeed, you get the full animations, and some combat benefit. Something like, -3 to their attack, +1 to your speed and bonus arcana.
- Make it harder to trigger, so that it doesn't just happen as you're fighting normally. i.e. make it a decision the player can pursue if they want it
- Don't let it trigger when there are multiple enemies, unless multiple enemies are involved.

Along these lines:
- the familiar's special teleport zone in the forest seems bizarrely put together to me. You have implied I should be dodging the enemies and shooting them, and yet, if I don't, I am rewarded? (Well, the familiar isn't; maybe)
- the fact that shield prevents the minigame from happening should be explained. I finished the third dungeon before I figured that out. After I got the charm spell to force the minigame to happen. This is another way that there are competing player objectives.

2. There is no world set-up. Why should these events be happening? You're at a magic school, and you get teleported to some unknown forest with slimes by mistake. Why should there be a charm minigame in this case? I think it's fine to have a minimalistic story, where the focus is on inference and exploration but this part just feels completely underdeveloped, even for a beta game. It makes it feel less like a game and more like a series of strung together animations.

I couldn't tell if I was doing the right thing or not. After the third dungeon, the familiar stops saying anything. Do I keep going? Why are we in a school setting if there's nothing related to school in the story?

3. The combat is too easily degenerated into a more stat-checky situation than skill-based.
- I just played through again and speed seems mostly useless? I had 12 speed and was casting at the same speed as when I had 50. It's very easy to get enough defence to mostly ignore their damage. I think speed should slow down enemies, to give you more time to cast your spells. Although I concede that you should expect the player to get faster, too.
- The only mildly interesting attack effects are that some enemies apply numeric debuffs to you. All of which are negated by a single spell. You could instead make them introduce skill effects. Something like: when this enemy debuffs you, all up arrows in your spells are duplicated. (See: Before the Echo's boss effects for inspiration).
- I appreciate that you can easily amass enough Arcana to make yourself essentially invulnerable (provided you remove debuffs), so you don't need to grind much. But, if you made the combat more random and/or skill-based, it improves re-playability and makes it not grinding, but a slight variation for the few times that you do it. But the sheer quantity of Arcana you get in later dungeons trivialises the interactions with the school mates.

Bugs:
- I got a NaN at the end of my save code. When I load it, I get all my stats, but the familiar acts like I've just started the game. Additionally, all of the dungeon names aren't replaced with their true names properly.
- The familiar's possible appearances seems arbitrary, usually limited to 2-3 random from the pool of what I believe I've unlocked.
- For the classmate in the classroom, pressing proceed automatically puts you to tutorial again

Overall; crappy

It looks ok-ish. The music is damn good.
But oh god, the glitchy fighting... the pace is right, which a lot of games don't seem to get, but the hit test for the people and the attacks are so far off...
And it's so unbalanced... Naruto's special move does the same amount of damage as Sasukes, but Narutos is a guaranteed hit, becuase it stops everything else. Sasukes has such a large amount of time to charge that you can knock them into the air, then start charging it and they have enough time to land and hit you before you have half finished...
I have also found a glitch; when you are playing as Sasuke and you start charging your Chidori, and Hatake Kakashi uses his ninja dog summon a few times in a row and hits you while you are charging, you no longer can move...
Also, platforms and a larger map would be nice...
Despite this games overall crappiness it is quite fun to play...

I liked it

But unfortunately it lagged wayy too much on my computer to play.

I think the ability to jump would be good.
I think the heads should be smaller and you do more damage if you hit the head (more of a bonus that you currently do)

The rest was good. Good graphics, good gore, good weapons, it's a good game.

toge-games responds:

hi thanks for playing, yeah this game is quite graphics & physics intensive, try playing in low quality and see if that works
cheers ^.^

Recent Audio Reviews

18 Audio Reviews

Didn't strike me as... well anything really.
Quite uninteresting.
It wasn't a horrible failed attempt at making music. It was just a... a nothing. It didn't go anywhere...

Repetition can work if you have an epic sound, but you didn't.

I would have liked a larger vocal pitch range

Not to say that it was really good, I just think that you tend to stick to a rather small vocal range and I think it's responsible for the small feeling of bland-ness I get from your music.
I love your lyrics, btw.

The different melodies needed to flow better

or worse if contrast is what you are going for.
Although each melody was different and did work in the same song, it still felt like you got a bunch of little 1-2 second 'ditty's and put them together end to end to complete the song.
Somehow lacked strength.
Nevertheless, it sounded pretty cool at parts.

I'm quite original, in my own, not-at-all original way. And in that spirit, I wish to put a EULA here; "By either reading this or not, before a trade for my soul, you instantly forfeit your own soul to me". (Just in case the devil uses the internet)

Age 30, Male

Programmer

Some School Somewhere

Joined on 1/1/08

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