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Fubaka

37 Game Reviews

14 w/ Responses

Hmm yes... Very human. Very human indeed.

I suspect the GT will appreciate this fine collection of humanity. (though I may have to lend them an 'S' key) Perhaps from here, they will better appreciate us as a species. (or think us more foolish, but hey, it's not like our species' Fool-o-Meter can get any higher)

You've done us a great service by producing this. In fact, you probably just bought our planet another decade of existence! I'd tell you more, but I'm already straining the rules by writing this review.

May your depth continue to deepen,
-Fubaka

Dark06Star responds:

woah that was really nice. Thank you ^^;;

I dunno, man. This game isn't really challenging, sensationally appealing, or really any fun.

The music is really annoying, and the graphics are bland to boot. Also, this really isn't a point-n-click adventure game, despite the classification.

Maybe if the music was better, and the, err, bad guys? moved more unpredictably, we could get something more out of this.

Honestly, it's not nearly as bad as all these reviews make it out to be.

I dig the 3-D world and the fact that you have to explore the areas to get to the terminals. However, I do find, much like others before me did, that the game experience is a little hollow, and it feels like an alpha build rather than a finished game.

Here are some suggestions to make this more interesting:

-Have the terminal unlocking procedure be more than just a click. Maybe include some kind of abstract puzzle that you need to solve, nothing too complicated. You could also have clues hidden through the stage on the walls and whatnot that would help unlock the terminals. Mix it up a little so we can actually feel smart while playing this.
-Add some hazards. It doesn't necessarily have to be monsters or enemy soldiers, but you could add something like fire fields, acid pools, or bottomless pits that you have to avoid flagging yourself through.
-Honestly, given the Doom-esque look of this game, it'd be nice if each stage had it's own music, instead of it all being the same. I can guarantee that you'll get more love from the players if you do this.
-If you can help it, make the controls more conventional. I'd like to have total freedom of movement, but otherwise, focus on the above things first.

I await your next offering with due anticipation.

Ah, this game at last sees the light of day.

It took me ages to get the last 'Pandemic' medal, and let me tell you, that one is definitely worth the 100 points.

The style, while somewhat simplistic, works quite well, and I could definitely seeing this expanding in a potential sequel. I'm glad I could be a part of this.

Generally, it isn't a good idea to submit unfinished demos directly to the portal. Next time, please leave it unpublished and invite beta testers to come and do this part with you. That will save you some heartache when this inevitably gets blammed.

iBisweet responds:

i know it may not be a great idea to post it on the portal but i needed some fresh ideas i don't care that much about the votes i get from it like i said its a prototype ill care when the full game will be done

If there's one word that I get out of this story, it is Potential.

At the very end of the Blue Pill ending, I could trace a hint of the powerful emotions that must have been running through you when you wrote this story, and you tried your best to convey them effectively here. There is great potential for questions the reader could ponder regarding the moral decisions (if indeed decisions they were) that some of the characters made.

However, you are still an amateur in terms of writing, and as such, much of the story suffers from overused emotional and plot-based conventions, especially during the scenes where Luna is being bullied.

The biggest problem, however, is that this story simply doesn't have enough time and space to flesh out the drama and relationships the way you might want it to. I would highly recommend that this be rewritten and expanded on. My biggest point of advice, however, would be to simply absorb more of other peoples' work. Find the best stories in your chosen field, and find out how they work, and why they work.

A valiant effort, says I, and as such, my eye is now on you henceforth.

This is a good concept, but there are several things I need to point out here.

First, this is NOT a rhythm game by any means. Your moves do not align with the music, and in fact, I find I did better with the game muted. If you make a sequel of sorts, you should either have no music, or have generative music that reacts to your moves.

Second, as this is a pure reflex game, I prefer there to be as few distractions as possible. The line that shoots out from your box is a helpful touch, but the background graphics often distract my eyes. If you make a sequel, please give us the option to turn that off too.

Third, the color scheme is distracting as well. The red box and cube are too bright, and jar in comparison to the blue background. It'd be a nice touch for a sequel if you gave us the option to choose those colors.

Also, I got 75.

HybridMind responds:

Thanks for the in-depth thoughts. I have some comments on them as well in order:

That rhythm tag is just a secondary thing, it is primarily in the "skill -- other" genre. I wasn't really thinking to religiously when I tagged it. I find getting in the rhythm helps.

I just happen to enjoy reflex games where there is the additional challenge of focus through the noise. It's just a taste thing though--that's what I dig. You can make a reflex game w/o distractions. ;)

I like the colors. :-P

Nice score and thanks for playing!

As mentioned a million times already, the game is a bit too easy to figure out.

Perhaps you should bring in the DnD dice next time.

The game is alright, and the graphics and sounds are nicely Atari-esque.

One problem though. It says 'Tab to Flap', when it should say 'Tap' or 'Click'. The Tab key doesn't actually do anything in this instance.

Not bad.

Fairly easy though. I should point out a couple things though.

Firstly, during the tutorial, I assumed that pressing the play button would move to the next dialogue, instead of starting the robot. Should make that more distinctive next time.

Secondly, it was not stated at first that you could place things down while the robot was moving. I assumed at first that after the robot started, you couldn't place things, but then again, that's how most games work. Would suggest you let us know that in the tutorial if you make a sequel.

Otherwise, not bad at all.

"We are the music makers, and we are the dreamers of the dreams."

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