Top-of-the-line reviews! (The Crigence Critique)

@Caden9


The games full-thruster arcade style is both its biggest strength and weakness. On one hand, you got good graphics with plenty of potential for good music. But on the other hand, you got horrible controls with 2-4 of the classes being absolutely useless. I think some stuff may need to be sent back to 1995, to be honest

+The main menu reminds me of arcade menus. That’s not going to stop me from calling it lazy, though
+Honestly clicking the screen to progress the text feels like flipping a page in a book and i like it
+Different classes? NOW you have my attention!
+I can forgive the obviously patterned background due to how detailed the sprites are!
+Enemies scale up with you making it so you can NEVER let your guard down
+The highscore meter is a nice touch
+The enemies certainly give you a run for your moon dollars

-main menu lazy
-“Click space to continue” instructions unclear, drifting through space with mouse
-Ok enough joke criticisms, “It was more than epic, it was legendary” is just lazy writing.
-“Speed” and “Agility” are 2 different classes? You realize those are synonyms right?
-Every-time you die, you get booted back to the menu. I don’t know if this was an attempt to replicate arcade machines or just incompetence but i don’t like it.
-The reason this drifty control style was tolerable back then was due to their being infinite space to move around. This play area is claustrophobic as hell
-Enemies can spawn on top of you, leading to deaths you couldn’t even see coming!

-The agility class is the best one, no competition. Followed by speed, attack and then defense (Defense is absolutely horrible, by the way)
pheonix wright ace vanguard
optimal strats
spam space


Scores (Scale of 1/5)

:eye:Visuals - 3.5 (Great sprites)
:speaker:Sound - 1 (I don’t care if you don’t know how to use the sound module, still lazy)
:joystick:Controls - 2.5 (Should’ve stayed in the arcades)
:anger:Difficulty - 4 (The floaty controls make it worse than it has to be)
:gear:Stability - 4.5 (Hitting walls is VERY punishing)

Final Score: 3.5/5
Could be a great game with nostalgia everywhere, but winds up having the bad parts of arcade games overshadow the good parts.

3 Likes

Sidenote: See Starblast Finale for an amazing example when it comes to space shooters

There haven’t been any submissions lately, so i’ll start reviewing the front page games now

(The reason i didn’t do it sooner is because i forgot lel)

First in line is Focus 2 by @CrimsonBlackGames

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Focus was underrated XD

Super hard in the later parts, though

I know you’re going through the home page but wanted to make the request official. Please review https://flowlab.io/game/play/1495995

Night of the Attack of the Giant Brown Marmorated Stinkbugs from Hell.

There’s more to do than just smash bugs :wink: see what you can find by checking the items around the house.

2 Likes

Sure thing! I’m prioritizing requests over the front page games so i’ll get to it right away

Not gonna lie, i’m kind of excited to review it

@todorrobot


The king of mini-games is BACK and with a game that peaks at the opening cinematic… Honestly, behind the games charm is more-or-less a broken-ass game that refuses to tell you anything. Believe me, I REALLY wanted to enjoy it, but…

+Combining every horror movie naming convention into one Frankenstein of a game name is just genius!
+Immediately upon starting the game, the first thing i notice is the charming visuals and UI!
+The stinkbugs’ movements look fuckin gross and i don’t know why
+The matrix effect after you go past the gate and fuckin die is pretty amazing looking, i love effects like these!
+The abundance of SFX help keep up the unsettling and charming atmosphere (Even if there are too damn many of them at times)
+The near-faint melody is both charming and creepy! Well done!
+Every step you take, there’s more charming details to observe!
+The flavor text at the top is a nice touch

-If you turn around too-quickly with the flashlight, your character decides to get some exercise in!
-It’s VERY unclear what you’re supposed to do and the game gives you no direction as to what you’re supposed to be doing, leading to deaths that weren’t your fault
-I turn away from the game for 1 second and it already crashed… Flowlab is an amazing platform with no flaws
-The flashlight effect looks fine, but i feel like it could’ve been done better
-You can move as you die and it’s pretty whack

–HOW DO YOU CLEAR OUT STINK BUGS? Seriously, i never figured it out on my own and it irritates me!

*“Made with Flowlab.io I’m starting to see that as “Made with Duct-Tape-and-Rusty-Nails.io in my head
*Can someone tell me what the TV in the dream section is about?




Scores (Scale of 1/5)

:eye:Visuals - 4.5 (Charming and well made!)
:speaker:Sound - 4.5 (They do a pretty good job at giving you a heads up as to what’s going on while not being too intrusive)
:joystick:Controls - 3 (Serviceable)
:anger:Difficulty - 4.5 (The vagueness really shoots this game in the foot)
:gear:Stability - 3.5 (Honestly one of the most unstable games iv’e played so far)

Final Score: 3.5/5
It seems like a good game, but i have no clue what’s going on…

2 Likes

Hey @Crigence, just did some quick math for the average lol

4.5+4.5+3+4.5+3.5 is 20

And since there is 5 scores, 20/5 is 4. So the score would be 4/5 as the average score. Not sure if that’s how you do the final verdicts, but just wanted to let you know:)

2 Likes

@Crigence thanks! I really appreciate the feedback. This game started out as an exercise in making a Sierra Games style hunt and find adventure. It didn’t even originally have stinkbugs in it until they actually started invading my house irl.

It’s definitely buggy (pun intended) but for a months work (and with @TinkerSmith’s invaluable help) I think it turned out OK.

The TV in the dream sequence tells you what you’re supposed to do in the game? Did that not function correctly? If you press E when next to it you get a Big TV pop up with HOW TO instructions.

Also, if you’re having trouble finding all the bugs (or keep passing out too many times from fright) here are some tips:

standing in a lit room makes your fear level go down,

fear level slowly increases when the power goes out.

if the power goes out, go to the basement and flip the MAIN switch to flip the power back on.

The bugs can move from room to room, so listen for clues and you’ll be able to tell where they went if you pay attention. (Sometimes that last stinkbug DOES escape to a place where he can’t be found — I put some safeguards in place but they might not be super reliable.

Also, did you find any of the jump scares other than the MATRIX exit? Did you find the possum? Play the maze game? Get Rick-Rolled? Read the junk mail? Easter eggs galore for a Halloween game!!! Hahaha.

Again, thanks for playing and for the review! Much appreciated.

3 Likes

Your planning to do all the front page games anyways, but I just fixed up mine when you want to review it.
https://flowlab.io/game/play/1454781

PS. I just fixed the coin count in Level 2.

2 Likes

Kind of surprised someone would go through the effort to do the math on this XD

The individual scores have 0 effect on the final score, i just use them to help me make my decision as to what it should be. I rated it a 3.5 since it seems like a great game but i just couldn’t understand it and it was filled with bugs (Pun unintended)

1 Like

Oh okay, that’s what I had thought haha

Thanks for informing! Now I know too:)

@todorrobot I KNEW this game had to be inspired by old DOS games! It just reminded me of them too much for it to be a coincidence.

(Sidenote: But the game kind of reminded me of this one game that USED to be on garfield.com called “Garfield’s Scary Scavenger Hunt”. I loved the game as a kid and it looked and controlled a LOT like this game does! But now i’m just ranting)

“The TV in the dream sequence tells you what you’re supposed to do in the game? Did that not function correctly?”

I tried pressing E on it, but nothing happened, so i don’t think so. But honestly that seems kind of like slapping a bandage on a severed limb and calling it “Fixed” when it comes to the vagueness problem

Also, did you find any of the jump scares other than the MATRIX exit?

No.

Did you find the possum?

What?

Play the maze game?

Sounds familiar, but not in context to the game…

Get Rick-Rolled?

I prefer the term “Jebaited”, but negatory

Read the junk mail?

THE COMPUTER ACTUALLY DID SOMETHING!?

Easter eggs galore for a Halloween game!!! Hahaha.

Yeah i can tell, lol. I might give the game another try after some of the bugs get squished, but in the meantime i think a 3.5 is fitting. Thanks for taking the time to reply!

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Well, i guess Focus 2 will have to wait a little while. Thanks for the submission, i’ll get to it today!

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hey if you’re getting to the front page games, I think A Stitch In Time could use a few upgrades before you review it. I’ll try to do a bit of work on it while you’re reviewing other games.

my biggest thing is that buying those upgrades don’t really effect the game negatively at all as long as you shoot the barrels in the caves. I’m thinking of turning it more into a “max time” instead of a “starting time”

3 Likes

@JR01


This is DEFINITELY one of the most complex games iv’e reviewed on a game design stand-point (JR-01’s specialty), with the wall jumping mechanics, the rewind time, and even the scoring system: It all adds up to make the game capable of having you coming back for days! I know i would be coming back for days if it weren’t for a certain game engine…

+Despite the main menu being a screenshot, it’s a DAMN good screenshot! Even if it could use some particle effects to make it look more interesting
+The music is pretty banger, but that’s too be expected from a JR-01 game
+Not only is there a tutorial, but this game has one of the best tutorials on Flowlab
+The HUD is both stylish and out of the way, allowing you to focus on the game
+Special effort clearly went into making the game feel as fluid as possible, and it shows!
+The effort that went into making the terrain look good is clear as day! (Even if i wish they would use the Flip tile or random skins to make it look even more varied)
+The in-game timer and score system gives competitive players an excellent reason to come back to the game!
+The reset mechanic gives the player an amazing reason to press on!

-Surprisingly lifeless main menu… Huh, that’s honestly shocking coming from JR-01…
-The first impressions don’t get better after hitting “Play”, with 2 modes that you’d think would be done considering this was made in SUMMER
-The buttons are too-small for my liking. I feels like you gotta squint to click them properly!
-Wall jumping is bugged for me, that can’t be good…
-I can’t jump high enough to hit the anchor stations, either… I think Flowlab did it again

*In-case you need more of a reason to play this besides the fact there’s a god of programming behind it: @Baron_Wasteland did all of this games art!




Scores (Scale of 1/5)

:eye:Visuals - 4 (What IS there is great!)
:speaker:Sound - 4.5 (Great music, good sound-effects)
:joystick:Controls - 4 (Complex enough to require practice)
:anger:Difficulty - 3.5 (The momentum can provide a challenge)
:gear:Stability - 3 (The physics are COMPELTELY off from what they’re supposed to be for me, and you know what i blame)

Final Score: 3.5/5
Add this onto the list of games i can’t play because Flowlab can’t main consistency for 1 second

2 Likes

And it’s all made within a 2 week span lol, but glad you liked it @Crigence!

  • So a lot of the adjustments can be sprucing up the Title Menu, which was also pretty last minute in the FlowJam, as with the Tutorial. I can definitely spruce up the main menu though. I was actually planning to take out the game mode option for after you review it and start getting ready for a Demo release. But in long terms, I would like to add a Arcade mode and a level creator to the game but definitely no game modes will be added for a while.

  • Random Flip doesn’t sound bad, I could make areas look more distinct.

  • All the Art was actually made only by @Baron_Wasteland,
    @PixelPizza was more of my beta tester and helped with the wall jump mechanic.

  • I actually just re-adjusted all the levels to work with Flowlab engine again (in which I also had to adjust jump, gravity and the level design). Some anchors are hard to get, and needs skillfully made jumps and ton of speed, which Anchor are you struggling with?

  • Wall Jumping is bugged?
    The wall jump is actually designed to not stick on walls when close to the ground.
    And there’s a glitch that goes to the green sprite just for a sec, but its pretty rare and harmless.
    Could you explain more on this?

2 Likes

@JR_01

So a lot of the adjustments can be sprucing up the Title Menu, which was also pretty last minute in the FlowJam, as with the Tutorial.

The tutorial was last minute? I thought it was one of the better tutorials on Flowlab honestly!

All the Art was actually made only by Baron_Wasteland,
PixelPizza was more of my beta tester and helped with the wall jump mechanic.

I fixed the mistake in the review: It now says Baron Wasteland did that artwork instead of PixelPizza (I thought PixelPizza did the art because it just seemed like his style)

Some anchors are hard to get, and needs skillfully made jumps and ton of speed, which Anchor are you struggling with?

I can’t even get CLOSE to the tutorial anchor and speed does not change that. For reference on how low i was jumping: I couldn’t even climb up a simple 1 tile block!

Wall Jumping is bugged?
The wall jump is actually designed to not stick on walls when close to the ground.
And there’s a glitch that goes to the green sprite just for a sec, but its pretty rare and harmless.
Could you explain more on this?

I just slid off walls, i never “Stuck” to them at all! The only way i could tell wall jump was SUPPOSED to be a thing in this game is because of the placement of the coins in the tutorial

1 Like

wall jump works fine for me

Crigence QnA
Welcome to the first of many Crigence QnA’s – Today i will be interviewing @MetaNinja about his game: Pixel Sports

[GENERAL QUESTIONS]

:question: Crigence:
Firstly: -Any future plans after Pixel Sports? What do you plan on doing after the game is finished?

:white_check_mark: GalaxianGames:
After the game is finished, I plan on exporting it to Itch.io for about $5. You would still be able to play the Flowlab version for free.
After the game is exported, i will continue to update it with new gamemodes, more levels in the Campaign Map, and (perhaps) a new storyline that takes place after the one currently in the game. If I am satisfied with the success (maybe like 200 players or something like that), it may appear on GameJolt as well. Oh yeah, and with Steam, while it is unlikely that I will put the game there, it is not impossible.

:question: Crigence:
-What style is the game going for? What is the theme here?

:white_check_mark: GalaxianGames:
I’ve tried to replicate a similar art style to another Flowlab game: Color Quest. It was also what led me into game development in Flowlab. Of course, I have tried to incorporate my own art.
I also tried to make the game feel close to some games that appeared on systems such as the NES (although it evolved into it’s own kind of thing). The theme of the game art was to paint a colorful world.

:question: Crigence:
-So you played some games on the NES and such? How did you play those games, original hardware or emulation and what games did you play?

:white_check_mark: GalaxianGames:
I have a Nintendo Switch, and there you can play some emulations of games from the NES and SNES (if you have a Nintendo Online Membership). I often played the Mario Bros. games and a bit of Legend of Zelda. I did play other games, one of them being a baseball game (probably just called “baseball”).

:question: Crigence:
-How would you rate your Flowlab “skills”? How good of a developer would you say you are?

:white_check_mark: GalaxianGames:
I would say my skills are “decent”. Most of the time i figure things out on my own though. As far as I remember, I’ve only asked for help twice. There is some stuff that I am still learning, but that is a normal part of game development: learning. And since my games, especially Pixel Sports, have gotten positive reviews, including constructive criticism, I think that would make me a good game developer.

:question: Crigence:
-How finished would you say Pixel Sports is?

:white_check_mark: GalaxianGames:
I would say about 76% finished. I still need to add a few features, such as fulfilling a community-voted feature, and revamping some of the bosses. A local multiplayer mode is also on the list of things needed to be added.

:question: Crigence:
-How long do you believe the game will take to finish? Any specific date?

:white_check_mark: GalaxianGames
At first, I assumed that Pixel Sports would be finished by the end of this year, but other projects, such as the upcoming Monster Maze, halted development. Now, the earliest that I can say would be December 2020. If not, either January or February 2021 would be deadline.

:question: Crigence:
-What was your process on coming up with the games current story?

:white_check_mark: GalaxianGames:
At first, the game wasn’t going to have a story. It was originally going to have one level, one sport, and one objective. I didn’t have much confidence in the game considering how poorly my past games did. But when my friends pushed me into continuing development with Pixel Sports, I decided to bring the game to where it is today.
If you follow up on my Pixel Sports Devlogs, you will see that the current story of Pixel Sports is a symbolic portrayal of my journey through development of the game.

:question: Crigence:
-How complex is this game going to be on a technical level?

:white_check_mark: GalaxianGames:
Big, but not too big. I realized that Pixel Sports has the potential to attract a young audience, with the cute looks of the characters and very little violence, so I want the game to be big, but not so-big that people are going to get lost on the menu.
As for on the technical level, I don’t want things to get too complicated with the behaviors. I want to keep things simple yet make it look like it was made by a developer who took their project seriously.

[PIXEL SPORTS SPECIFIC]

:question: Crigence:
-Do you enjoy sports in real-life? Why do you want to make a sports collection?

:white_check_mark: GalaxianGames:
I used to play Soccer, Basketball, and a little bit of American Football. Volleyball, which I will add to the game after it’s complete, is the sport that I currently play. Volleyball was the one sport that I got attached to, and to this day is my favorite sport.
I wanted to make a sports collection because I thought that sports games here on Flowlab were a little underrated, so I decided to show their true potential. I also knew that, since there were lots of people out there who liked sports, the game would also receive attention for this topic. My family especially loves sports, which also motivated me to make a sports collection.

:question: Crigence:
-What gave you the idea to try to create a game that keeps players coming back daily… On Flowlab?

:white_check_mark: GalaxianGames:
Some games that I played, from Drive Ahead! to Bloons Tower Defense 6, had daily loot bonuses, and I thought that they were pretty neat. I figured that adding a similar thing to Pixel Sports would encourage people to come back every now and then. It was also a sort of “thank you” gift for playing the game.

:question: Crigence:
-The tagline of the game is “Where sports and cubes meet”, why are the characters cubes exactly?

:white_check_mark: GalaxianGames:
There are three reasons why the characters were cubes

*Some of @Latif’s games had cubes as protagonists. Latif was a sort of role model for me, and that partly inspired my character design.
*Pixel Sports was inspired by Drive Ahead! (specifically it’s spin-off Drive Ahead! Sports) and Geometry Dash, with the latter having cubes as characters.
*To me, making cubes was easier than making human sprites. Every time I make human sprite, they always turn out weird, with too much hair or being too tall. Cubes aren’t going to be my only characters for my future games, however.

:question: Crigence:
-Why are there bosses in a sports collection?

:white_check_mark: GalaxianGames:
The Daily Boss was meant to be a tougher type of Daily Loot Bonus. But it kind of turned into a luck based gamemode, The Campaign Boss was a way to grant people extra rewards, but that too is luck based. This time, though, you need to be REALLY lucky in order to beat them. The Final Boss, which you get through the campaign, is the only one where you really need skill… and hours upon hours of grinding. Beating the Final Boss grants you TONS of rewards, including a free level-up and a secret outfit. A fourth boss is planned in the future, with a similar goal for the Final Boss.

:question: Crigence:
-Are you REALLY going to attempt to somehow wove in a complex story into a sports collection and why?

:white_check_mark: GalaxianGames:
Yes, I am going to attempt that, and I wanted to do that to expand upon the world of Pixel Sports, as well as tell the story that I mentioned before. I wanted to keep people interested in the game, and show them that there is a bigger world in this game.

:question: Crigence:
-Can you explain to me what the “Vault” is?

:white_check_mark: GalaxianGames:
It’s a secret. :shushing_face: It is connected to the story, though, and is the only way to progress through the story. Find the vault, and you are a few steps closer to reaching the Final Boss, and the rest of the story.
I’ll give you a hint: try right-clicking things everywhere. There may be a hidden entrance.

:question: Crigence:
-What the hell is the deal with Pixel Sports Dungeons?

:white_check_mark: GalaxianGames:
It was meant to be a multiplayer spin-off of Pixel Sports, with a different level each day. Unlike Pixel Sports, though, this one is not going to be exported with the whole thing about multiplayer being limited to the website. It is still set in the Pixel Sports Universe, but it has a separate story that has not yet been established or brainstormed yet. Pixel Sports itself cannot include anything like this, i’ve tried making it this way, but it just ended up breaking the game. Players couldn’t move, the sports balls would not be summoned, and the Red Cubes would just be running in the opposite direction of the ball. At the time of these game-breaking incidents, I had to remove all multiplayer features in exchange for a separate game. Pixel Sports will have local multiplayer, so friends can still play with each other face-to-face instead of from different devices.

[WRAPPING UP]

:question: Crigence:
-Has anyone on Flowlab been an inspiration?

:white_check_mark: GalaxianGames:
As previously mentioned, Latif was a big inspiration for me, especially with the character design. @Pokemario, the user who made Color Quest, also inspired my overall art style for the game.

:question:Crigence:
-And on that note, why use Flowlab and not some other game engine?

:white_check_mark:GalaxianGames:
Flowlab was the simplest game engine for me to use, and was the first one I came across. It was also easy for me to access, straight from my browser. I plan on using Unreal Engine in the future, when I learn Java, but Flowlab is currently going to be the game engine that I use for many years to come, possibly even after I start using Unreal.

That was all the questions i had for our boy GalaxianGames. I would like to take this opportunity to thank him for taking the time to participate in this interview and to thank YOU for reading this!

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