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View Profile Belyaevs-Fox

15 Game Reviews w/ Response

All 48 Reviews

I really enjoy the arcade simplicity of this game. Having easily distinguishable shapes means being able to keep with the fast paced action without being overwhelmed by visual clutter. The only thing missing here is gamepad support as a matter of preference for the player.

WAtheAnum responds:

In the mather of fact i would love to add something like that. Though, there will be still things added to the game - one of them IS a powerup which might actually "needs" the mouse - in which the said gamepad wouldnt be "as good as" playing it with mouse.

Still, love that not only me had controllers in mind and would love to add that (srsly wish i could). ^^

This is pretty good aside from the lack of gamepad support. Can you fix that for the full release?

Ravernt responds:

I will definetly try to add it

A very promising teaser for what may be an excellent game. Do you think a level editor would be feasible for the full game? I want to see what kind of platforming levels the community can come up with.

LeviRamirez responds:

A level editor is likely to happen ;)

This game is pretty fun, but it doesn't recognize the right analog stick on my DS4 gamepad. Is this an issue you can quickly fix?

picrossin responds:

Oh interesting, I'll look into it! Thanks for the heads up

The atmosphere in this game is amazing. Getting to explore the depths of an alien is really compelling thanks to the excellent visual presentation and sound design. I only wish that this game had controller support because my mouse has a wonky right button that makes using the grappling hook difficult at times. I use a DS4, so hopefully this game can support more than just Xbox controllers when updated.

Noisemama responds:

Thanks for the kind words! I'll see if I can get controller support set up. It should be pretty straightforward.

This is a great vertical slice of the full game. I'm looking forward to getting the whole thing when I can. The only thing missing here is controller support, which shouldn't be too difficult to add.

dietzribi responds:

Thank you! The full game has controller support, and tbh this web demo should work with a controller as well, I have no idea what went wrong :(

A neat demo overall, but can you add analog movement for gamepad? Digital movement doesn't feel right in a 3D platformer with the left analog stick.

Scootakip responds:

Will do in the next update!

You got a pretty solid foundation for what will be an excellent game. My only real gripe is that there is no support for PlayStation controllers along with the requisite button prompts. You should also look into support for Wii U/Switch Pro controllers for people who use them on PC.

Since this is a 2.5D game, it could benefit from some verticality with platforms and high ledges to encourage a bit of crowd control.

Tyler responds:

Completely agree on your controller feedback

As for high ledges; we do have them just not in this build nor are they fully realized yet.

This is pretty neat for testing gamepad input, but feels rather barebones for such a useful program. So here are some useful suggestions to make this a better experience.

1. Have actual SFX and music; you could even let users choose music from the Audio Portal to suit their preferences.
2. Support specific gamepad features such as touchpads, haptics/rumble, clickable analog sticks, back paddles/buttons, speakers, audio jack, and gyroscope/accelerometer.
3. Build specific tests for other input devices like dance pads, racing wheels, arcade sticks, trackball mice, and VR controllers.
4. Consider accessibility options for people with physical disabilities.
5. Make it work on mobile devices when a gamepad is connected.
6. Make it a keyboard to gamepad mapper for web games that don't have controller support by default.

This gadget is working fairly well for my DS4 controller, but I'm not sure if it's the same for Nintendo or IOS gamepads, so maybe someone else can inform me on this.

3p0ch responds:

Thanks! My longer term vision is that I'll probably make a tiny NG project that just does the gamepad configuration thing, and anyone who makes a game for gamepads and wants this mapping support can let anyone who hasn't already configured their gamepad click an in-game link to it, configure their gamepad in that window, and then get back to the game. Since players will only ever need to configure their gamepad once and then have it work for any game on the site that implements this mapping, it shouldn't need to be too fancy, but supporting more features might be nice.

As for #5, I wonder if this already does work with mobile devices with a gamepad plugged in? The only mobile I've got is a phone that doesn't have a USB port to plug my Switch gamepad into, so I can't test it out myself.

It looks like rumble is actually supported via JavaScript – I'll look into it and see if it works reliably or if it should also be included in the configuration process. Although IDK exactly how to configure it; if gamepads have random assignments for rumble activation kinda like they have random outputs for which button is pressed then I might need to do something like say "Allright I'm sending off random commands, press a button when your gamepad rumbles so I know that was the rumble command" :p

Afraid I can't do gyroscope and accelerometer – they can be accessed through JavaScript but NG staff had concerns about privacy/security.

Will def add sound and music as I work on the actual game here, but I wanted to see if the gamepad mapping itself would be handy enough for the community to warrant working on it as its own project.

Can somebody please explain to me how the code puzzle works? I tried approaching it from different angles, but to no avail.

ZaWay responds:

Did you find the secret room?

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