So. After watching even a part of the first debate, I have to say... this is pretty accurate, aside from the fact that the "Jimmy Fallon" of the actual one didn't get to speak or ask questions most of the time.
I think I'm late on reviewing this.
But oh well. Review time!
The intro is interesting, and the music seems to fit in well. It was a bit confusing though, at first. I wasn't sure what was meant to happen. After a little bit though, it was revealed. It looked pretty good, and the music was ok, but in the end, the point of it escaped me, and I wasn't sure what it was supposed to symbolize or if it was just supposed to look cool. It definitely looked good, and made me think a bit about what it was supposed to mean, so I suppose it's alright. I think it would have been better if there were more of a plot or point to it though. If there was a plot or point, I think it would have been nice if it were clearer...
-Review Request Club-
Okay! First review in my 3-hour rush! Let's go!
Ok, it's a tad confusing, but honestly. Nice work! Even without having read the previous ones, this is still really good, and I understood it reasonably well (...I think).
There's a lot of "heavy" content, and you can see the problem with the main character clearly. I thought the beginning was interesting, showing that dragon-like-thing-beast-whatever-it-i s in a world that I can only assume is the mind of the main character. The plot is well-done, thought I'm not exactly sure what made the main character's friend pull the fork out. That and how it actually went alright. I'm also not exactly sure how the main character can talk, considering she (assuming it's a she) has a fork in her throat. /Generally/ people wouldn't be able to talk if there was a fork lodged in their throat. Just saying. The music is nice, fits in well with the comic, and though there isn't much animation, it doesn't need it. It's a comic, not really a movie.
Overall, good plot, good music, good art, good multi-world idea. Hope to see more.
It ends in October, I'm working on the final Issue today...
This game is neat, but fails on a few key points that makes it extremely frustrating when they're all happening at once.
- The enemies are instakills, which is extremely frustrating with highly finnicky controls.
- Some experimentation in jumping is necessary to understand that your controls remain reversed until you land.
- Difficulty ramps up REALLY REALLY fast. Right on level four, it becomes insanely difficult, if only due to the timing of the enemies.
- The time limit is very unforgiving, and makes it nearly impossible to win some of the levels, let alone actually get all the stars. The stars should be hard. The actual level itself, not quite as much (not if the stars are meant to be a bonus).
- The character's hitbox seems to be just a little bit higher than the sprite, by a fairly significant amount.
Other than that though, it's pretty good. The animations are well done, the aesthetic is consistent, and it's just generally fairly well done. It's too bad I couldn't go too far in due to the excessive difficulty from the mechanics. That really harms it the most.
Now this is a twist... I don't often review games (and that probably shows...), but I think I'll make an exception in this case since I love tetris so much.
-Generally responsive controls with a few issues I'll discuss later.
-Music is cute, fitting, and NOT A REMIX OF THE TETRIS THEME. Thank goodness. I've heard way too many tetris remixes on tetris-themed games.
-Different kinds of mino add good variety.
THE NOT-SO-GOOD: First and foremost, two problems with the controls that SERIOUSLY hurt my ability to enjoy the game.
-One is that the slippery placement is slightly bugged. If you try to rotate the mino while it is on the ground or move it too much, it seems to think "place" right after rotating, which caused many problems for my placement while I was trying to get a piece in just the right spot. It would also randomly decide to not place one piece after twice as long as another piece, which caused weird issues as well.
-The other, larger problem was with tilting the world. If I moved a piece to the side, it would tilt the piece's orientation with regard to the center as well as teleporting it out to the edge and seemingly DOWN. This was especially a problem in situations where there's no spot on the side I'm on, but there is on an adjacent side. I move the piece over and it teleports to a place where I would have to move it up, even though I had to pass the place I planned to put it en route to flipping. I feel as if a better way of dealing with this would have been recording the placement of the blocks with regard to the center, then turning it and keeping every orientation and placement of the minos the same... the only actual difference would be how you can see the pile and what direction your pieces are moving.
-The music does get annoying after awhile, though this is comparatively minor as people are probably focused on the game.
-Learning curve is VERY steep. Perhaps an optional tutorial would have been good?
Overall: This is a pretty darn awesome idea, and as a lover of tetris I REALLY love the idea. Unfortunately, the two bugs I had mentioned are very annoying and cause me to dislike the game quite a bit more than I would have otherwise. If you can't replicate the bugs on your end from my description, I'd be more than willing to take a video of the issue.
-Skye Wintrest, that guy who makes weird and creative music and LOVES games.
Thank you for your review! The sliding is a very new feature. I can certainly make rotation delay the placement. I could also make the piece rotate in relation to the world, but I am no doubt scared to mess with that code because of how deliberately fine-tuned it is. I can't fully reply right now, but I do acknowledge and appreciate your review :)
I will see your music tomorrow too :D
I have to say, for a first game...
This is pretty darn solid. I'm going to use the bulk of the review on things that could be improved, not because it's bad, but because there's a lot of stuff you could do to make this shine far beyond a solid base.
-Solid, decent controls.
-Solid, decent guns.
-Pixely graphics get across what they need to, and they aren't bad.
Improvements I'd suggest:
-A better soundtrack. While it's appropriate, a simple bass/drums combo is a bit... plain. Granted, the game itself is plain, and not complex, but it could definitely be improved upon.
-Better ammo system. It's really, really annoying when I have an uzi, an AK47, and a M16, I'm trying to use the bullets sparingly, and I STILL run out of ammo before the day ends. You pretty much have to learn to click the mouse really fast and be precise in bullet use. (4 for small zombie, 8 for middle, I think 16+ for the big one) Perhaps ammo drops would fix this, it could also cost per bullet at the store to make up for it. That would make it more realistic as well. Also, a weak melee weapon with knockback (or strong melee weapon without knockback) would really help. By the time you can use it, you'll have taken damage.
-Bigger area/more zombies/more weapons. This is a large section, which I think would make the game a lot cooler. Granted, it could also revamp the game completely, but... First of all, in a shop that sells an infinite amount of bullets, has the world's best doctor, and an entire arsenal of guns, why wouldn't it have grenades, bear traps, and some kind of 'armor'? Not to mention different kinds of guns, wood for blockades, and barbed wire. I'm sure you can see how these would be used (bear traps only outside, kills one zombie on the ground before being disabled, blockades can be placed, costing a certain amount of wood/cash, and barbed wire can be placed on a blockade to harm zombies destroying it). The house could have more floors, and the lawn could be wider. This would make it more interesting. I would recommend having a front lawn screen, first floor screen, second floor, and third floor. Zombies could eventually come in through the roof, they could come in through the back door, and through the window. You could shoot the floating zombies from the second floor and the front lawn to kill them, once they come in they're a normal zombie. An enemy with a ranged attack would be good as well.
Though this is a bit messy, hopefully it has some good ideas that could be implemented in another update or other game.
As I said, this game is a wonderful base. I just don't think it's a full game quite yet, more a mini-game that's for killing 10-15 minutes. I feel like it should be in a larger game rather than being on its own as it is. But as I said, it could take off and go quite far if done right.
(-4 because I need to leave room for its potential, +1 because I'm pretty impressed with the quality of it already, since it's your first game)
-Swint of the Review Request Club-
So, I was inspiration for this, huh? Better give it a really good, solid review then! I won't be too excessively verbose as is my MO, but it certainly will include a lot of detail.
- Phenomenal intro. Your atmosphere here is on point. Percussion is great, arps are great, backing pad is great too.
- Tempo increase for the start fits well, especially with the fresh percussion. It really brings the intro into the next section.
- Speaking of that next section, one thing that I really latched onto was the syncopated keyboard chord hits in the background. They're really solid but smooth, very good.
- Nice chord shift at 1:37, it fits well and provides some excellent contrast.
- Great piano at 1:45, too. I like the background notes from the same keyboard instrument in the last section. (at least, that's what it sounds like)
- Really neat percussion around the 2:20 mark.
- Great background stuff around 3:20, I seriously need to study your reversed synthy stuff.
- 3:42 is a really really nice transition to the main melody. I recognize it clearly. The chord shifts here are stellar too. Very underwater feel, which I like a lot.
- Piano outro is indeed wonderful. I do like, very much! Particularly the final bit around 5:30 for the 'true ending'. That was well done, nicely played.
Not as good stuff:
- I think the synth at 1:54 comes in too harshly. I think it would have been better more in the background. Similarly, sudden transition at 2:00. I think even a bit of low-frequency rumbling with a filter sweep upwards would have fit there.
- You can bring your low bass frequencies out more if you compress them well. Give it a shot! :)
- Pad sidechaining at 2:00 through 2:28 is way too harsh, dude. Put a cap on it.
- Very strange transition at 2:36 with some weird reverb percussion in the section after it. I'm not sure what to think of it, but at the very least I think the transition could have been done better. Maybe. I don't know, it moves to something VERY different.
- Similar criticism around 3:18, though less so. I think the bit in between these two transitions could have been a bit more similar to the rest of the piece. *just a bit*
- 4:05 to 4:18 smells a bit too much like arpeggiator for my liking. This could definitely have had better arpeggios, this sounds a bit too much like random notes.
- Criticism of 2:00 to 2:28 comes back at 4:42. It actually fits in before that with the build to the higher intensity.
So. It was good, as evidenced by my review score and my normal scoring curve of a pretty damn even distribution from 0 to 5. I think it had a few bits that could definitely have been better, but the parts that were good were phenomenal. I really, really like this and I love the direction I'm hearing you go in.
Glad I helped inspire such a piece, as it still earns a vote of 5 and a download from me. :)
Hey, Skye! Thanks for dropping by :)
I'm going to hit a bunch of the "not as good stuff" here because frankly
- I agree, I agree. Wasn't too sure how to go about fixing that synth; I think I stopped production on that section prematurely, which is why a lot of the transitioning crap sucks. Especially since that particular synth just cuts.
- To bring out the lows, I usually use fast distortion followed by a high cut. Haven't really tried compression yet, mostly because I don't really know how to use compression (other than presets, of course) :/
- Note: don't go overboard on the chords
- So there's a section in the original piece that just dives into chromatics and whole tone stuff, so that's what 2:36 was :/ It's a pretty big jump to get there, so I tried a whole tone scale in the piano to get there. It's just really, really different.
- And then the section after the whole tone stuff is not whole tone stuff. Thus, same problem I guess.
- That's funny, the 4:05-4:18 arp comes straight from the original thing. It's the melody in a section of the piece, although it goes a lot slower (twice as slow, actually) and has actual distinguished chords behind it. Each of those notes is a direct transcription of that melody in the original piece, which is also all eighth notes.
- Of course it does :P I think of all the sections, the 4:05-4:18 one is the most empty and least developed. Perhaps I should have spent more time refining it, but it did sort of seem like random notes and I had a hard time touching them.
And what the heck how about the good stuff:
- A lot of people tell me they hate the tempo changes. This further complicates the issue, because I have an equal lot of people telling me they like the tempo changes. I'll stick with what I like
- Note: syncopated hits = good
- It's not the same, unfortunately, but close enough
- That's the same loop as the one in the intro, chopped differently
- Literally you just take a riff, record it, and play it backwards. Slap a bunch of reverb on it and maybe some delay and bam, you got a texture for free.
- Awesome (that's actually funny because I was asking one of my friends for good album art suggestions and he mistook this particular dungeon bgm for an underwater one)
- AWESOME (true ending? heh) I really gotta thank Gareth Coker for rekindling my interest in the III chord :P did you think it was played? heh
Hi! You deserve a review now, so here you are!
-Very nice 8-bit. Probably from using an actual 8-bit plugin, but it certainly works!
-Very nice intro and pause, this is well done.
-There's a solid organization of your ideas in an ABA format. It's simple, but effective and better than a linear wall of ideas.
-Very nice arpeggios throughout, along with the fading chords.
-The background pad sound is pretty good. Very solid backdrop which would work well to go together.
-The low saw bass sounds really grating and not at all good.
-After the intro sequence, the background bass and drums are almost exactly the same the entire way through. This typically isn't a good thing - some variance is good, even in two minutes.
-I don't think the sound effects starting at 0:59 were particularly good. There are far more fantastic 8-bit sound effects, and these just don't really work.
-There isn't a very solid ending - it seems to just remove elements until it stops.
Overall: 5/10. Pretty good for a first track, but definitely could use more variance in the overall piece and especially the sound palatte. There just aren't enough differing sounds to make it feel different throughout - that combined with the repeating background don't quite do it.
THAT SAID: This is a seriously solid shot at this style of music if you're trying to get into game music. It seems like this could use a more solid idea of what it's for, as well as a bit more difference in the sections. I think you can definitely do it with a bit more work!
Cheers man, some solid feedback there. I'll smash out some new attempts soon :)
-Very nice ambient intro. The background drums are really nice and remind me of another piece where rain drips were used as percussion.
-The clicking percussion around 55 seconds in is fantastic. It actually reminds me of entirely different music by Zachary Huff - an album called Dreamsura. If you get the chance, I'd highly recommend looking it up.
-Excellent build and climax at 1:40! The melody is very nice-feeling and has a good background feel.
-Excellent mixing and a peaceful, conclusive ending. Great work there!
-The drum fill of spamming trap drums at 2:08 seems pretty messy and mildly painful to listen to, honestly.
-This entire piece just feels like a parabola. It goes up and goes down in a very linear fashion with a short bit of climax at the top. I would love to see a little bit more undulation in the song's tension, and more thematic development.
-On a similar note, there's only the one melody. It's a very good melody, granted - but it doesn't really change much at all. Even a countermelody would be great, and a secondary melodic idea would be fantastic - it would also lead to extending the song and giving a bit more interest to break up the piece from the same kind of sound throughout.
Overall: 8/10. This is pretty darn good. Based on other things I've heard from you, I can only really give it a 8, but it's still a good one to listen to. The melody is catchy and feels good to hear, and the overall mood is good. I'd love to hear more, especially if extended with some more ideas!
Well, that's creepy. I like it.
I wonder how he's alive. Those injuries seem bad.
Also, happy birthday!
Yeah, something keeps him going.
Excellent as always, friend.
You always have a way of making things seem so realistic, and so different from reality at the same time. It's beautiful.
Thank you very much, my friend! ^_^
These are some sexy images.
Thank you very much, my friend!
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