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gloristeed

4 Game Reviews w/ Response

All 16 Reviews

I really like how the game compels to think your every move like an equation having to rely on items, distance on tiles, and you own strategy Old number distance = enemy will get first attack, and the opposite = you get to attack first and so on. Another thing I like is how it makes player admit their mistakes in sense(well from my perspective). Though the flaw I find in the game is not having to find any much of flaws, though maybe the develop themselve did find flaw and fixed, and maybe one that still exists.

though one regret I have is probably never finding all the secrets of the game maybe "Splunky-like" secret room. unless only secret was killing the Wurstlord whom drops a key may be it.

Questions to Developer(Krystman): You don't have to answer them all
- Hey Krystman are the map layouts random generated or did you design each one?
- How long did it take you to make the game?
- What inspired you to make the
- How did player-109435 make a flawless 185 runs

Krystman responds:

Thank you. I'm glad you liked Porklike.

As for your questions:

- The maps are proceduraly generated

- It's difficult to say how long the game took. I had the first version up and running in two weeks. But I've been working on this since January 2019. I made a lot of different versions of this game since then.

- As for my inspirations, you might want to just check out the tutorial. I talk about inspirations a lot on the first episode:
https://www.youtube.com/watch?v=HnY7Inp74dw&list=PLea8cjCua_P3LL7J1Q9b6PJua0A-96uUS

- The 185 runs is likely just a hack

OwO

MoeAnguish responds:

UwU

First game you gotta start what you like best, thus a 2d plat former. It's a easy thing to do, and its a great first experience as a programmer. I see the potential of that peach floating-ques mechanic which you can build on make a unique kind of gameplay for your next game.

The story doesn't entail the heaviness, here just an idea include the character's own thoughts, like thought bubble kind of the character dialog, maybe even modulated/programmed voices to fit with a retro-style game.

Overall its a good start as for game developing, keep doing what you're doing :)

EkaGriffin responds:

Thank you a lot! There are many things I tried to achieve in this game and in previous test projects but are still over my capacity as a programmer: dialogue, witch is SURPRISINGLY hard to do, and save files. So I was quite limited I guess. -Anastasia

Question for LeviRamirez: what unit of time do you use in time increments( the counter).

Thoughts : I wonder if this can be used publicly to test natural reflex/reaction time of human. Maybe even help others set up an reflex training regiment? I would love to see people measure their reaction times on here side by side with the score.

Afterthoughts: I can say is that my reflex limits around 16 counter increments(Will White 15 increments). Though besides that the game is true to its tags.

LeviRamirez responds:

It uses ‘ticks’ in my engine which I believe is counted frame.

And usually I can get some pretty interesting draw times, around 11-15.

YEET: I like taking things apart and reusing them for other stuff: YEET
Maybe I'll change, maybe within Aeons or a moment as long as this site exists
Status: Currently busy with school work

J W @gloristeed

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Joined on 1/11/20

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