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Recent Movie Reviews

1 Movie Review

This is really good. Every set piece looks like it belongs and has its own place in the short. 3D animations have a way of making space lose its sense, and distances get muddled, but here, everything was consistent. It had a bit of a slow start, but it was necessary to set up the rest of the movie.

Speaking of pacing; good job. It started slow and the first action scene had a lot more going on to compensate including a Golem to set the stakes, the next scene had less going on, but it was faster, until the fight with the twins in the store, where it was simple, but very quick. Then the Golem comes back leading to a stand off where Hank always has the upper hand, but can't quite take down the tank. After succeeding, the reveal of Jeebus keeps us wanting more.

The technical skill is obviously on center stage here as every movement is accounted for and every action has weight. The texturing and camera movements looked a little game-ish, but considering the source, that's actually a positive.

Comparing this to other fan works, this one seems like it would actually fit in with the main series (sans the extra dimension), whereas the others I've seen are often too serious. The original works were comedies that happened to be violent, and even then, the blood actually started pretty late into the series. The backbone of Madness is the levity of it, and the few breaks for that in the shop and the opening scene were evidence that you recognized that.

Anyways, enough of me rambling. You did good, and your work will be appreciated by anyone who sees it. I hope to see more in the future, but after 2+ years on this one, I could understand you taking a break.

MANtikora responds:

This was a very detailed, well constructed and flattering review. Every comment makes my day better, no doubt, but you defenetly put extra time and thought into it, and I can't help but appreciate it, thank you!

Recent Game Reviews

5 Game Reviews

The foundations are good, but...

Did you playtest this game to completion? I don't mean to sound like a dick, it's an honest question. It seems that nearly every aspect of this game was thought of with detail, but not executed properly.

Firstly, the melee combat: it looks like you used a hitscan attack with a distance check. That wouldn't be too bad, Half-Life uses it for example, except the melee combat does not lend itself to that type of attack. Each weapon is slow and lumbering, and each one has a long windup and cool down, but that wait is not answered with a powerful enough attack. If it did more damage to the grunts, or if it had a wider hurtbox, it would be more satisfying to use. As it is, it just serves to make the player feel powerless.

Next, the guns: not bad. You shoot, and a bullet comes out. From what I saw, there were a couple types, but the player mostly gets to use the pistol. For a madness game, only getting 4 levels with access to guns feels extremely underwhelming. I mean, this is madness, the series where the only thing more abundant than guns were the bullets they fired.

Now, the enemies: this is where most of the critique comes in. They are stronger than you, they are faster than you, and due to the weird melee hitscan, they are far more accurate than you. This alone, while seeming bad, isn't actually enough to be a problem. Where it becomes an issue, is that they have the same amount of health as you, and are slightly broken with their offence/defense. The player gets two actions: attack and block (kicking and throwing did next to no damage, and with one barely having knockback, and the other leaving you defenseless, I don't count these as useful actions). In contrast, the enemy has two more powerful options: lunge and dodge. I'll get back to those in a bit, but with both of those options, as well as the overpowered nature of the previous few things and also the fact that they are rarely if ever alone, just ends up feeling unfair.

On the other side of the coin, the player: almost powerless. The first level, you get a knife and face off against one grunt. On my first playthrough, I didn't see the knife (more on that later) and I learned very quickly that I could not punch. So I died. It feels weird that I had no offensive options without a weapon, namely, punching the ever-loving shit out of him. With most games, being out of ammo gives you at least the option of a weak but unlimited backup, and with durability mechanic in this game, melee weapons wouldn't cut it. So, I tried again except by kicking him to death. I managed to do it in almost an entire minute of holding the S key and getting lucky. Only then did I notice the knife. The next level, I grabbed a pipe stuck in a wall and spent nearly 5 minutes trying to kill every guy in my way. That's when I noticed that melee weapons hardly worked on them, taking four hits to kill them. It took them the same for me, but they had the advantage in numbers, so I kept dying. I eventually just ran past them, a method that works for all but the boss level. Then, I got the shotgun. It was good, but I learned that reloading didn't actually exist. That could make sense, but instead it checked the ammo. Why I had to press a button and waste nearly a second any time I wanted to know how many bullets I had left, I don't know. It just seems intentionally clunky to do that than just have a number somewhere onscreen like for the health. After finally getting through to the boss level, I spent almost thirty minutes fighting not the enemies, but the system itself just to finish. Once I took out six guys, each with reach better than me, each faster than me, and each more capable of actually hitting me, I felt relieved. Then the boss ran out of his room and one-shot me. I tried again for a few minutes, but I just didn't have it in me after that.

Now, the PvE: unbalanced. When you play a game, the number one rule is to have fun. This can change with each game, but each of them have a hard and fast rule of making it fair. Fair doesn't mean easy, mind you, just look at Darksouls. Fair means that every single death should feel like it's the players fault, not the game's. Sure, it might be realistic that a dude holding a shotgun can kill you as soon as you peek the corner, but it isn't fair. This is most noticeable in the cat and mouse level with the two shotgunners. You've got to find a key, and if an enemy spots you, you're dead. Simple, but because the enemies don't make an idle sound, you don't actually know where they are, and because of the random pathfinding, you can't learn where they'll be either. What follows is a guessing game every time you need to open a door. Maybe it's empty, maybe you have to restart the level. When you actually get to fight the enemies head on, you learn that even if they were perfectly on level with you, they still have an advantage of being able to dodge and also attack at the same time. Not even the player gets to do that, so it just feels like you get your shit stomped in every time you go against one of them. A thing that might help this is to power up the throw attack. As it is, it does next to no damage and leaves you completely defenseless. If given the choice of doing things boring but consistently, vs doing a more fun thing that only works sometimes, and also puts you at a severe disadvantage, you will always pick the less fun option. Players are like cattle, sometimes you gotta lead them to an enjoyable experience. Also, when getting up close and personal, the player has a nasty habit of climbing the enemy. It puts the hitscan melee attack above their head so the player misses, and the enemy is clear to punish the player.

Now the playground, the level design: simple, but in the wrong way. It's boxy and the corridors are bland. That's fine, retro games all have that aesthetic to them and they do it well. The problem comes when all the important things blend in to the environment. The first two weapons you get, knife and pipe, are camouflaged into the world around them, so they become easy to miss. The only time that you see a car is also the only time that you need the knife. That knife, which is the only black weapon, hides on the only black surface. The first pipe you see, it's actually a part of the world so it looks like decoration. The lockers, you can't actually open them. The crates, you can't actually break them. The desks, they sometimes have an easily missable flat key on them. Which doors are locked? Don't know until you try. Even then, the game doesn't tell you it's locked, it just doesn't open. Some doors aren't locked, they just have nothing behind them, so it's constantly a guessing game where to go.

Finally, the suggestions: maybe helpful? I'm not going to lie, I'm not a master game designer, nor a coder, nor even an amazing gamer, but maybe these suggestions might help improve, if not this game, any game following it. First, sounds. It's small, but good sound design can turn a real piece of shit into something actually fun to dick around in. Bad sound design can turn a masterpiece into bargain-bin trash. Gunshots were way louder than they needed to be. The explosion when you reach that one exit, despite having my volume at 6/100, was deafening. Also, giving the enemies idle sounds is good. It lets the player know where the enemies are and whether or not they are searching for you. It also helps with timing attacks and blocks instead of relying on a purely visual method. Just footsteps and a swooshing sound would work. Next, Do something to buff the player to be stronger than the weakest enemies. Maybe stronger hits, maybe faster swings, maybe better reach, anything to even the odds against a group. Definitely give them an actual swing attack instead of just the hitscan. Next, give important items (weapons, keys, etc.,) a glowing outline. It doesn't gave to be distracting, but something to tell the player, "hey, you can fuck with this." Next, add music. There are plenty of creative commons songs on youtube that you can download. Hell, most of the games on this site use them. It pumps up the player and gives them a reason to continue playing after they keep dying. Also, those keybinds need some work. Honestly, since they aren't being used, Q and F are both closer than G and V. A sensitivity slider would also be appreciated.

In all, not bad. The art design, while simplistic, works for what it's going for. Maybe a little more blood, but I can see how memory constraints might limit that. For a first run at this game, it's not too bad. I know I just spent 1000+ words on the contrary, but truly, the problems are so close to being done away with. A handful of small changes, and the differences would surely be noticeable. I look forward to playing the next thing you put out.

EDIT: Just played the update, and the rebalance immediately makes this game more enjoyable. Also, thank you for taking my comments into consideration. I've increased the score I gave by a star. Good job on the quick patch.

SentryTurbo responds:

thank you very much for the feedback, i appreciate it a lot!

to answer your question, yes, i have in fact beaten the game a few times, though i've never really beaten it on anything harder than medium.. i've tinkered with the stats a bit so the game should be a easier now. I will try and integrate any suggestions you've given whenever i get the time. Thanks again!!

I really don't like giving negative reviews, but that being said, this one really deserves it. It looks and sounds ok, and that's it. There is no challenge, as I literally held the mouse button for about 2 minutes while walking forward. There is no variety, as there is only a single enemy type that repeats many times per room, and every room is an equally sized rectangle with no obstacles.

There are only two sounds, your gun, and their gun. There is no jump button, and the enemy's range is the same as yours, so you can't get creative in killing them. They only walk back and forth, regardless of where you are to them. I didn't move my mouse at all and got a score of almost 20,000.

In short, no challenge, no variety, and no creativity. The song wasn't grating though, so that's why it's not 0 stars.

Anyways, this can hardly be considered a game, and its obvious 70 of the 72 hours spent on it went to the single song on repeat. At least it didn't crash.

This game is charming. It has pretty sprites and a cute soundtrack.

It's a decent platformer. It was a little confusing that the first NPC in the game is friendly, only to not be friendly later. Same thing with the rat enemy showing up in the platforming section before being an enemy later. Felt like a cheap death trying to reach what was previously an ally only to be met with a bullet without an explanation.

The soundtrack is a chiptune version of "I'm Just Your Problem" featured in Adventure Time. It's a good cover, but it felt kinda like it was put in there without knowledge of it being a well known song. The only credit for the song itself is outside of the game. That felt a little weird, but it might just be me.

It also probably needed a level select since two of the achievements (Full Score & Pacifist) are level specific rather than accumulative like the others. All in all, it's a good LD game.

Recent Art Reviews

5 Art Reviews

There is a lot more detail in this than I think most people realize. Starting out looking at the piece, it appears to just be a full body portrait of a wounded guy wearing a helmet. Then you notice the wound is black, and his helmet is freely looking with an eye, and is they eye crying? Then, zooming on the picture reveals that the black wound is actually small people trying to escape his body. Could it be a metaphor for something? Looking a little lower, and then you notice the group of people watching this thing, giving a nice scale. Are those sludge people human sized then?

Honestly, I could look at this piece for a long time and still notice new things. You've done a great job with the amount of detail, and it all looks great. I couldn't come up with anything to improve on, so I'll just say this: good job. I'm glad to have found this today.

cyangorilla responds:

This was incredible to read, thank you so much! There are a couple more things going on with the background, with other Entities being butchered in order to make this one happen. An experiment gone wrong.

There is definitely a lot of metaphorical stuff in there but I always choose to let the viewer decide on those.

Anyway, thank you for taking the time to look at the piece with such care and to write this, I'll go to sleep with a smile on my face.

Beautiful pixel art. Everything is clear, and there isn't a single thing on here that isn't just fun to look at. The anatomy is on point, and the lighting really gives her depth.

Honestly, the only thing out of place is how dark the outlines for her eyes and right shoe are. Maybe midnight blue instead of true black would have worked better?

Aside from that, it's a great piece. Simple, elegant, and pretty.

This lighting is actually amazing. You put a lot of care into it. The perspective is also really good. Every curve is followed through, every strait line is just the right size, even considering the ever changing angles and distances. It honestly looks like a 3d model with how exact all of the technical bits are.

The only thing I would say could be improved would be the size of the canvas, as it cuts off the subject pretty harshly, and it doesn't look intentional. aside form that, this really is a very pretty piece to look at.

Xaltotun responds:

Glad you like it. About the cropping... I certainly could have planned it better, will keep that in mind next time. Thanks for the review!

I like stuff.

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